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[5e/D&D] Backgrounds - the BIG list of backgrounds!
Proteu414:
And in the spirit of Eberron, the Master Inquisitive. I am developing a "Sharn Noir" campaign for my group wherein we are using film noir elements - totally non-traditional use of the game, setting it totally in a city (Sharn) for them to be rival private detectives and investigators.
Background: Master Inquisitive
The master inquisitive takes the art of investigation and deduction to the ultimate level, rising to the top of the field. A master inquisitive could be an elite freelance investigator, or a master detective working for a recognized law enforcement organization somewhere in Khorvaire. He might be an investigative chronicler digging up details on corruption and conspiracies. Whatever his occupation, the master inquisitive specializes in solving mysteries and shedding light on the darkest secrets. (From the ECS prestige class description.)
Skill Proficiencies: Investigate, either Insight or Perception (if you have any of these skills as part of your class selection you can choose one or two (depending) from the following list: Arcana, History, Intimidate, Nature, or Persuasion.)
Tool Proficiencies: Detective’s kit
Language: Thieves’ Cant (if you already speak Thieves’ Cant, select one other language)
Equipment: Detective’s kit, traveler’s clothes, book and charcoal, chalk, crowbar, and a leather pouch with 10gp.
Investigative Specialty (d10)
You gain a +1 bonus to Investigate within your specialty.
1 – Arson 6 – Kidnapping
2 – Forgery 7 – Murder
3 – Graft 8 – Organized Crime
4 – Industrial 9 – Slave Trade
5 – Infidelity 10 – Theft
Feature: Gaining a Clue
You have a keen sense of what it is you are investigating.
Starting at 1st level you gain the spell-like ability to cast Detect Magic once per day.
Starting at 3rd level you gain the spell-like ability to cast Locate Object once per day.
Starting at 5th level you gain the spell-like ability to cast Locate Creature once per day.
This ability is not a magical effect when conducted this way, and cannot be hampered by counterspells or spells that suppress magical effects. It is an innate ability, honed by the experience you have gained as an inquisitive, and is what truly makes you a master inquisitive.
Feature: Cultivate Contacts
You are the optimal “people person,” able to strike up conversation with nearly any one of any race or gender about any topic. And typically, if given time, you glean information from the conversation, and eventually “recruit” with whom you are conversing into an informal (and unknown) cadre of informants, assistants, and couriers. At each level, beginning at 1st level, you gain a friendly contact. You can either create your own contact, or have the DM create your contact for you. Either way, use the NPC creation guidelines in the DMG to flesh out your contacts. Contacts can be of any gender, race, or ethnicity. (If necessary, the DM can choose the appropriate NPC stat block from the MM. Each contact should be assigned an NPC stat block at creation.)
Contacts will not accompany you on dangerous missions, nor will they engage in combat if it happens upon you while they are with you. Making contact with your contacts takes time (up to the DM’s discretion), but typically if you are in the same city as the contact, not more than an hour and a single silver piece, will find the two of you (or more of you) together to conduct your business.
Contacts can be valuable in doing research, conducting surveillance, finding information on people, events, and objects, procuring information by less than legal means, or just providing some insight on what is happening to assist you in your investigations.
Personality, Ideal, Bond, and Flaw
Choose two Personality traits and once Ideal, Bond, and Flaw from the options in the PhB, or make up your own to fit the flavor of your character.
Detective’s kit
25 gp / 2 lbs / 25 “charges” (recharging the kit cost 10gp for 25 charges)
The kit allows you to apply your proficiency bonus to all Investigation checks as part of your profession. The kit comes in a bag or roll and contains a magnifying glass, vials, parchments, and other equipment to collect and analyze clues used in the pursuit of your investigation.
drwatson88:
Vaquero
A vaquero, also known as a cowboy, is an animal herder who tends livestock on ranches, traditionally on horseback, and often performs a multitude of other ranch-related tasks. Cowboys have become a figure of special significance and legend. A subtype, called a wrangler, specifically tends the horses used to work cattle. In addition to ranch work, some cowboys work for, or participate in, rodeos. Others have chosen to be outlaws and gunslingers, choosing to make their money rustling livestock and robbing banks and caravans. Due to these criminals, many vaqueros find themselves pulling security duty, patrolling the land and defending the herd from theft, or chasing down rustlers or bandits who have stolen from them.
Skill Proficiencies: Animal Handling and Survival
Tool Proficiencies: Vehicles(land) and Harmonica (or other musical instrument)
Equipment: Wrangler's Pack, a set of traveler's clothes, a good luck trinket (choose one or use the d100 chart in the PHB), harmonica (or other musical instrument), small satchel containing 15gp.
Tradition
Every cowboy has a reason and a purpose. You don't live out here for nothing.
d12 Tradition
1 Rodeo Cowboy
2 Livestock Rustler
3 Sheriff
4 Rancher
5 Missionary
6 Vigilante
7 Outlaw
8 Revolutionary
9 Prospector
10 Visionary
11 Wrangler
12 Foreman
Ranch Hand
When you need to, you can secure free room and board at a ranch, plantation or farm for yourself and your adventuring companions. It could be a ranch you have worked at before or another that you have good relations with. In return for free room and board, you and your companions are expected to assist the workers with an honest days work.
Suggested Characteristics
d8 Personality Trait
1 I have become accustomed to living life on the range.
2 Despite my gruff exterior, I'm actually very polite and respectful.
3 I am confident and tender, but not afraid to defend the defenseless.
4 I have an uncanny love for animals.
5 I am considered strange by my brethren.
6 I have fought in many battles, but my days of war are behind me now.
7 With my past anchored firmly behind me, I wander the desert aimlessly in search of a higher calling.
8 Lesser creatures owe me for protection.
d6 Ideal
1 Soldier of Fortune. I have no code and work for the highest payer. (Neutral)
2 Blood. I killed someone during a bank robbery and liked it. (Evil)
3 Lone Ranger. I'm attempting to bring law, order and peace to this land. (Lawful Good)
4 Solitude. After many years of sailing the seas I decided to seek a quieter life on my own.(Neutral)
5 Money. The money ran out at home, so I set out to make my own fortune. (Neutral Good)
6 Retribution. Criminals and outlaws must pay for their crimes, even if the payment is in blood. (Lawful Evil)
d6 Bond
1 I would sacrifice myself for my family.
2 I will conquer the world.
3 I will do anything to protect innocent animals from being harmed.
4 I swear to free every last one of my people that has been enslaved.
5 Cleansing the world would be easier in a bath of blood.
6 I seek to find true love and will travel the world doing so.
d8 Flaw
1 I crave fighting.
2 I am obsessed with gold and jewels.
3 I blindly follow my faith.
4 I don't care for other, lesser, races.
5 I drink and gamble until I'm broke and penniless.
6 I tend to think before I act.
7 I am extremely superstitious.
8 I love women (or men).
hollis:
Buckaroo is cool but your tool proficiencies can't be weapons.
Maybe instead a gaming set as I imagine life is pretty boring otherwise out on the plains.
darkzomb:
I call it "Legacy"
My First time creating a background. Thoughts?
Background: Legacy
You descend from Well Renowned Heroes, or Villains. They could be your parents, uncle, aunt, grandparents, or many generations removed. You grew up in their shadow, and people always expected great, or terrible, things from you. Regardless of their attitudes you feel the pull of destiny, and the call of adventure.
Skill Proficiencies: History, Intimidation
Tool Proficiencies: One set Artisan’s tools, Vehicles (land)
Equipment: One Set Artisan’s tools (your choice), One Family Relic, A set of Traveler’s Clothes, A belt pouch containing 15 GP.
The Weight of Family:
Every Legacy bears the weight of their family name. Be it the weight of great Heroes who pressure you to champion the light, or vile cretins you seek to separate yourself from. In some circles your family name may open doors, or it might get them slammed in your face. Work with your DM to determine the fame or infamy of your ancestors. When in your hometown, everyone knows you, and their treatment of you will be colored by your family. Will you prove them right, or show them who you really are? You can work with your DM to inspire your family history, or you can roll from the table below:
D8 Weight of Family
1 My family is vile, and cruel. I will not be like them, will I?
2 My Ancestor saved the town, and we are now celebrated. A charmed life indeed.
3 My family is famous, but I just want to be me. I had to get away.
4 How can I prove everyone is wrong about me?
5 I’m the black sheep, and I’ll show them!
6 I am going to live up to my family name! You’ll see!
7 My Ancestor attacked the town, no one trusts me there.
8 My Family is perfect, and I don’t know if I can measure up, or if I want to.
Suggested Characteristics:
Some Legacies try to use their family name to open doors, or curate favor. Others deny their ties. As a result, some are brash and proud, well trained and eager to take up the cause. Others are driven, and silent. Some are full of shame and self-loathing, and strive to be better than those who came before.
D8 Personality trait
1 I proudly tell the tale of my family.
2 I live off my family’s name, but secretly fear to be myself.
3 I am confident that I will prove myself worthy.
4 I worry if I am up for the task.
5 My family has always overshadowed me, when can I shine?
6 My family is famous, but I want a simpler life.
7 I am tired of always doing what’s expected of me.
8 I keep my family name a secret. I will make it on my own, by my own hand.
D6 Ideal
1 Respect: Respect is due me because of my family name, and I will earn that respect through brave and selfless acts. (Good)
2 Independence: I will make my own name for myself, my way. (Chaotic)
3 Family: My family is my life, and I will Celebrate it. (Any)
4 Glory: I will make my family great again! (Any)
5 Shame: I am the black sheep. (Good)
6 Rebellion: My Family are fools! I will show them true power! (Evil)
D6 Bond
1 I will protect my Family’s honor.
2 I will spread my family’s influence throughout the land.
3 Family comes first.
4 I will choose my family, and protect it at all costs.
5 My name is all I have.
6 I have lost my family, I will find them again.
D6 Flaw
1 I am arrogant because of the fame of my Family.
2 I am so sure of my Destiny, it blinds me to consequences.
3 I am jealous of those who grew up in anonymity.
4 I hate my family, and myself because I am part of it.
5 I tell tales so others will think better of me.
6 I point out the flaws of others to make myself seem better.
Thanks!!!
Xyden:
Cartographer/Explorer
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Cartographer’s Tools, Herbalism Kit
Equipment: A compass, a hunting knife, a set of traveling clothes, and a belt pouch containing 10g.
Origin:
Your mother used to always tell you that you were born with a gypsy’s soul. Most other people called it Wanderer’s Lust. Whatever it is, you have always NEEDED to see what lay around the next bend or over the next rise. As a child, you would slip away from your family to explore your village or city or the surrounding woods. Perhaps you had a mentor (Father, brother, another family member or friend) who was a woodsman or huntsman and they showed you how to survive in the great outdoors. You have a natural instinct for direction and remembering the lay of the land.
Suggested Characteristics:
Perhaps you came from some privilege and your family was able to secure an apprenticeship with a cartographer. Perhaps you have some natural artistic ability and put that to use by making maps on your own, only later to be recognized and further trained in cartography. However it happened, so far you have made a living making maps and/or being a guide, whether it was through wild and dangerous terrain or just hunting and fishing trips for wealthy clients who wanted to “go on an adventure”.
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people, each day provided that the land offers berries, small game, water, and so forth.
Personality Trait:
1. I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2. I am utterly serene, even in the face of disaster.
3. I'm driven by a wanderlust that led me away from home.
4. I have a lesson for every situation, drawn from observing nature.
5. I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6. I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7. I feel far more comfortable around animals than people.
8. I was, in fact, raised by wolves.
Ideal:
1. Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2. Might. The strongest are meant to rule. (Evil)
3. Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
4. Independence. I am a free spirit - no one tells me what to do. (Neutral)
5. Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
6. Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
Bond:
1. Somewhere out there, I have a child who doesn't know me. I'm trying to make the world a better place for him or her.
2. An injury to the unspoiled wilderness of my home is an injury to me.
3. Someone I loved died because of I mistake I made. That will never happen again.
4. I idolize an explorer of the old tales and measure my deeds against that person's.
5. I have a family but have no idea where they are. One day, I hope to see them again.
6. I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaw:
1. Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
2. I judge others harshly, and myself even more severely.
3. I can’t resist a pretty face.
4. A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
5. Once someone questions my courage, I never back down no matter how dangerous the situation.
6. I can’t be indoors or even in one place for too long. I start to get anxious and claustrophobic, especially indoors. The longer I am inside a structure or stuck in one place, the closer I am to a panic attack.
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