Background

Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

## Introduction

Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is *what changed*? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

***Proficiencies.*** Each background gives a character proficiency in two skills. Skills are described in chapter 7.

In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5.

If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

***Languages.*** Some backgrounds also allow characters to learn additional languages beyond those given by race.

***Equipment.*** Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.

***Suggested Characteristics.*** A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

For a description of Personality Traits, Ideals, Bonds, and Flaws, please see pages 123-124 of the *D&D 5e Player's Handbook* by Wizards of the Coast.

## Acolyte

Please see page 127 of the *D&D 5e Player's Handbook.*

## Charlatan

Please see page 128 of the *D&D 5e Player's Handbook.*

## Criminal

Please see pages 129-130 of the *D&D 5e Player's Handbook.*

## Dead

You died and came back. This experience changed you and defines who you are today. The specifics of your death are up to you, but the following questions and suggestions will help you determine your odd personal history.

How did you die? It probably wasn't of old age. Spells like *Raise Dead* can bring back those who die before old age takes them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An accident? A disease?

How long were you dead? Spells like *True Resurrection* allow a character to return from death after as many as 200 years. How has the world changed politically, technologically, and culturally since your death? What remains of your family, friends, and personal life? What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?

Maybe you didn't completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such a being? What acts did you commit that you now regret? Who still thinks of you as a monster?

Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a more sinister secret.

**Skill Proficiencies:** History, Intimidation

**Languages:** Two of your choice

**Equipment:** 50 feet of rope, a bit of dirt from your grave in a sacred vial, a set of common clothes, two rare coins with which you were buried, and a belt pouch with 5gp

### Feature: Spirit Talk

You can connect with the souls of the dead thanks to the long time you spent dead. You may spend a day of downtime communicating with the souls to learn a piece of information by asking a question. The quality and specifics of the information you get is up to the DM.

### Suggested Characteristics

You have experienced something few living people have yet to go through. You might be the type who embraces the second chance and loves life, relishing every opportunity and letting nothing stand in your way. Or you might be quiet and brooding, thinking of the revenge you seek for your death or missing the planar heaven you left behind. People who have died often live in one of these extremes, experiencing life to the fullest or becoming fixated on a single goal that gives their new life meaning.

## Entertainer

Please see pages 130-131 of the *D&D 5e Player's Handbook.*

## Folk Hero

Please see pages 131-132 of the *D&D 5e Player's Handbook.*

## Guild Artisan

Please see pages 132-133 of the *D&D 5e Player's Handbook.*

## Heretic

You believe in a doctrine outlawed by your faith, taught to you in secret by other heretics. Perhaps your superiors excommunicated you from your temple, or forbidden dogma provided answers to questions you never sought. Whatever your origin, you’re now shunned by the faithful, or worse, hunted.

**Skill Proficiencies:** Deception, Religion

**Languages:** Two of your choice

**Equipment:** A holy symbol (subtly modified to represent your own heretical belief), a prayer book or prayer wheel, vestments, a bottle of invisible ink, a quill, a set of common clothes, and a pouch containing 10gp

### Heretical Belief

Hundreds of outlawed sects exist throughout the Extended Realms. Choose a belief that defines you as a heretic, roll on the table below, or let your imagination run free and create your own.

 2
 3
 4
 5
 6
 7
 8

### Feature: Heretical Contacts

You know where to find heretics in settlements where your faith is represented. If no heretics are present, you can indoctrinate weak-willed souls if you spend a day preaching. Where heretics are present, you can always find a place to hide, rest and recuperate. If needed, they can help you escape the settlement on a cart or through a secret tunnel.

### Suggested Characteristics

Heretics survive by living on the run, or by blending into the ranks of greater faiths. They tend to be suspicious folk with zealous ideals and unshakable convictions. This sometimes manifests as a sense of superiority over the “unenlightened”.

## Hermit

Please see pages 134-135 of the *D&D 5e Player's Handbook.*

## Legendary Lineage

You have heroes in your family background and the story of your ancestors is known far and wide. Perhaps your parents were a famous adventuring duo, or a grandparent hunted and killed great evils. Maybe your heroic bloodline has many heroes within it going back as far as any can remember. Whatever the case, the deeds of those who came before you are great and the public's expectation of your accomplishments is even greater. The weight of your family name affects all you do.

**Skill Proficiencies:** Athletics, History

**Tool Proficiencies:** Vehicles (land)

**Languages:** One of your choice

**Equipment:** A set of traveler's clothes, a wood figure made in the likeness of an ancestor, a signet ring, a gaming set in which you are proficient, and a belt pouch containing 15gp

### Feature: Good Reputation

Since your family name is known, you can reap many benefits by flying the flag of your heritage. People in positions of power and privilege are willing to take a meeting with you and grant you favors. The DM decides the extent and effect of these favors, but they shouldn't involve lavish gifts or great personal risk to the granter.

### Suggested Characteristics

You've lived a different life than those less famous than you, and probably don't know yourself as well as you should. Since birth you've been told you are special and destined for greatness, which is an idea you may be eager to prove or disprove. You're used to being under pressure and to folks talking about you both to your face and behind your back. As you start your adventuring career you have a choice to make. Most people of a heroic lineage who adventure either embrace the family name or try to get out there and make their own way. The result, however, is the same — a determined hero trying to show the world they're something more just a lucky kid with the right parents.

## Noble

Please see pages 135-136 of the *D&D 5e Player's Handbook.*

## Outlander

Please see pages 136-137 of the *D&D 5e Player's Handbook.*

## Retired Adventurer

You have lived a life of adventure already and retired to something quieter. You thought you were done and to that end may have given away all your old gear and spent all your treasure. Little did you know something would pull you back into your old life. If you choose this background you have some exciting questions to answer.

You determine what your past looked like. What adventures have you already had? How much time did you spend adventuring before retirement? Who was your most-hated enemy? Who did you adventure with? Why did you hang it up?

Something happened that made you lose your edge and finally honed adventuring skills. Has age or luxurious retirement made you soft? Did a physical or magical accident take some abilities from you? Did a supernatural force steal your mojo?

You have decided to walk the road of adventure once again. Why? Was it because you ran out of gold and want to earn some more the only way you know how? Did you become restless in retirement and are now seeking the thrill of battle? Are you out to prove you can still live up to your legend? Are you out for vengeance? A noble quest? To tie up one final lose end you didn't realize until now was undone? Whatever the reason, you're back on the road and ready to dive into another dungeon.

**Skill Proficiencies:** History, Insight

**Tool Proficiencies:** One type of gaming set

**Languages:** One of your choice

**Equipment:** An old map to a secret dungeon you never got around to visiting, a set of common clothes, a set of bone dice or a deck of cards, and a purse containing 25gp

### Feature: C-list Celebrity

Whenever you are in a civilized area that knows of you past adventures, you can live a aristocratic life style for free as people wish to honor your past deeds. You can also use your influence to gain audiences with important political figures and get random gifts from admiring fans. However if you choose to use your influence in this way, it also alerts anyone in the area looking for you of your location and draws attention to your party.

### Suggested Characteristics

As a voice of experience in your party, you know the danger of the road you walk. You understand when to be cautious and when it is time to take a risk. You have the right advice, warnings, and stories for all situations. Even if you don't know what you're doing, your past makes others look to you for leadership.

## Sage

Please see pages 137-138 of the *D&D 5e Player's Handbook.*

## Sailor

Please see page 139 of the *D&D 5e Player's Handbook.*

## Soldier

Please see pages 140-141 of the *D&D 5e Player's Handbook.*

## Urchin

Please see page 141 of the *D&D 5e Player's Handbook.*