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Cult Leader

Proficiencies: Persuasion, Arcana, 1 gaming set
Equipment: A ceremonial dagger (1d4-1 + Dex Damage, 1.5 Lbs), Raven-feather cloak (+0 AC, 1.5 Lbs), purse of 10gp, 1 gaming set, and 1 item of your cult
Languages: 1 exotic relating to cult, 1 standard


Cultist Charm:
Twice per day, gain advantage on cult-related persuasion rolls when the item of the cult is equipped.

Dark Arts:
Those persuaded into your cult can receive training from you, and you can level them up in classes that you yourself have experience in up to your level in that class -1.

I like the bureaucrat.
It's pretty dope


Skill Proficiencies: Arcana, History, and Investigation.

Tool Proficiencies: Cartography Set.

Languages: Two of your choice.

Equipment: A set of fine clothes, a cartography set, and three books on intellectual topics of choice.

Feature: Tutor
You are skilled at passing on the knowledge you have acquired in your lifetime. You are able to tutor a person to be proficient when using a weapon you are proficient with and can teach them a spell you know how to use. The person who learns the new spell must have available spell slots in order to learn the spell, but it doesn't have to be a spell from their class' available spells. This process takes a number of days equal to 1d20 - your intelligence - the student's intelligence.

Feature: Lead by Example
Because of your knowledge, people around you can learn simply by watching you in battle. Allies who are at least one level lower than you gain fifty percent more experience from battles they fight with you.


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