Core Game Backgrounds

Backgrounds are sort of like normal DND classes. When you create your charter you select a background. This determines what you are good at, at the start of the game. If you grow up leaning to control you arcane magic in fights then your arcane magic will be less efficient and diverse but will be cheaper to cast. In contrast if you went to an arcane magic school your magic might be efficient and more diverse but will cost more to use. Say you grow up in a faction that thorght all its members martial arts, you will start the game with an art and maybe even have an easyer time leaning one. But magic might be something you can never lean. They also give you your starting equitment for the game

## Arcane student

The arcane student background is for someone who had studdyed the arcane arts in a school. They leant to controle or use there arcane magic with the help of other arcane users. All of your acane magic had some sort of cost to it, weather it be martials, coin or life force. However becuse if this it is more stabe and effective

### Table

 Devine magic
 Equipment set option one
 Equipment set option two
 Arts
 Proficiency's
**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
**Tools:** None
**Saving Throws:** Intelligence, Wisdom
 Mana Calulation

### Possibility's

This class could lead to gaining a mage class in a specialised type of arcane magic

### Mastered spells

The special trait at of the arcane student is the mastered spells

A arcane student can have mastered spells = to his proficiency mod +2

A mastered spell is one that the user has practiced over and over again till they can reliably cast it with out rolling haveing an auto 18 on the cast roll. To select the spell you must 1) ask your self if you use the spell enough to have mastered it 2) Confer with your DM

### Increased Preparation list

A Arcane Fighters amount of prepared spells is increased by 1/4 or a quarter.

## Arcane fighter

The arcane fighter is someone who has honed there magic throw use. There arcane magic tends to be more situational and unstable. However in contrast to the arcane student there magic is easyer to cast

### Table

 Devine magic
 Equipment set option one
 Equipment set option two
 Arts
 Proficiency's
**Weapons:** Shortswords, darts, slings, quarterstaffs, light crossbows
**Tools:** None
**Saving Throws:** Intelligence, Wisdom
 Mana Caluation

### Possibility's

This background would likely not specialise in a type of arcane magic however would continue to learn throw combat and other triles. They could go back to there past of why they became this way and once they be come safe enough to do so they could there arcane nolige

### Magic reaction

Once every 18 seconds (3) a arcane fighter may cast a any spell as a reaction. The spell must not be any rank higher than graduate and auto works with a cast roll of 17

### Components

You do not have to use the components for spells unless they have a gold cost listed with in the spell

### Consumed by the Magic

When casting a magic spell if a natural one is rolled on the spell's cast roll, a mark is placed on the casters consumed chart. After 6 of theses marks the caster is consumed by the Magic. What this looks like is up to the DM however it should be a potent negative effect, possibly making them unable to use magic or even death.

### Personised spells

When an Arcane Fighter learns a spell they applies there bad habits to them. This allows for the changing of a spell dependent on the components of it. The range and duration can be increased and decreased. This does by DM discretion.

#### Prep List and Known Spells

The amount of spell a Fight can select from is depended on there level, as shown by the table below, and spell that have been taught to them

## Acolyte

An acolyte is someone who devotes there life to a god and eventually hopes to get the recognition of there god. They are given power beyond there hopes and dreams.

### Table

 Devine magic
 Equipment set option two
 Arts
 Proficiency's
**Weapons:** All simple weapons
**Tools:** None
**Saving Throws:** Wisdom, Charisma
 Mana Caluation

### Devine magic cost

* 1 - 0
* 2 - 6
* 3 - 9
* 4 - 12
* 5 - 15
* 6 - 18
* 7 - 20
* 8 - 24
* 9 - 28
* 10 - 30

### Devine wish

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Proficiency bonius, your deity intervenes. If your deity intervenes, you can't use this feature again for 12 days. Otherwise, you can use it again after you finish a Long Rest.

### Devine Spellcasting

You may lean spells equal to the spells shown on the following table from any devine spell list

## Broken

The Broken background is someone how has lost someone of great importance to then. They when on to go throw the 7 stages of greff however there stuck on one. Depression. The charters that use this background are adventuring so they can get away from there everyday life.

### Table

 Devine magic
 Equipment set option one
 Equipment set option two
 Stat modifers
 Proficiency's
**Weapons:** Simple weapons, martial weapons
**Tools:** None
**Saving Throws:** Strength, Constitution
 Mana Caluation

### Slow mana regenration

This background gives slow mana regenration so your mana is halfed

## Creation

The creation is the background for creaturs that were created throw Hybrid magic means. They could know who there creator(s) are or they could be searching for there creators

### Table

 Devine magic
 Equipment set option one
 Equipment set option two
 Arts
 Stat modifers
 Proficiency's
**Weapons:** Simple weapons, martial weapons
**Tools:** None
**Saving Throws:** Strength, Constitution
 Mana Caluation

## Tribal Warrior

### Table

 Devine magic
 Equipment set option one
 Equipment set option two
 Stat modifers
 Proficiency's
**Weapons:** Simple weapons, martial weapons
**Tools:** None
**Saving Throws:** Strength, Constitution
 Mana Caluation

### Pack Tactics

The warrior has advantage on an attack roll against a creature if at least 3 of the warrior's allies is within 5 feet of the creature and the allies aren't incapacitated.

## Soldier

*War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.*

### Table

 Devine magic
 Equipment set option one
 Equipment set option two
 Arts
 Stat modifers
 Proficiency's
**Weapons:** Simple weapons, martial weapons
**Tools:** None
**Saving Throws:** Strength, Constitution
 Mana Caluation

### Soldiers rank

Thanks to your time in the armor, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

## Criminal/Spy

*You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.*

### Table

 Devine magic
 Equipment set option one
 Equipment set option two
 Proficiency's
**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
**Tools:** Thieves' tools
**Saving Throws:** Dexterity, Intelligence
 Mana Caluation

### Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

## Knight of the Order

You belong to a Knight Order of a Deity.

 Devine magic
 Equipment set option one
 Equipment set option two
 Arts
 Stat modifers
 Proficiency's
**Weapons:** Simple and martial
**Tools:** None
**Saving Throws:** Strength, Constitution
 Mana Caluation

### Knightly Regard

You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

## Sorcerers

Sorcerers must be sorcerers that use a grimoire

 Devine magic
 Equipment set option one
 Equipment set option two
 Arts
 Stat modifers
 Proficiency's
**Weapons:** Shortswords, darts, slings, quarterstaffs, light crossbows
**Tools:** None
**Saving Throws:** Intelligence, Charisma
 Mana Caluation

### Book of help

Sorcerer's can use verbal magic with only one action however god rank magic still takes 2

## Anthropologist

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs.

 Equipment set option two
 Arts
 Stat modifers
 Proficiency's
**Weapons:** Whip
**Tools:** None
**Saving Throws:** None
**Languages:** 2 of your choice
 Mana Caluation

### Anthropologist research

When you are researching old ancient cultures you can learn to use any magic that you find

### Cultural Chameleon

Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.

### Adept Linguist

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.