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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: RPGPundit on August 16, 2014, 03:06:08 PM

Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: RPGPundit on August 16, 2014, 03:06:08 PM
I predicted there'd be all kinds of stuff being done as fan-efforts for D&D 5e and that backgrounds would be one of the chief among them, particularly since you could use backgrounds as readily for an OSR game as for D&D.

SO this thread is where you post one of the following:

a) original backgrounds

b) cut/paste of backgrounds you've done on other sites (e.g., blogs, fansites)

c) links to backgrounds other people have done (please link to the specific content not just to a general webpage or blog).  If you cut/paste a background from someone else's location it's best to do so with their permission, and in any case to include a link and credit to the original source.


Let's see if we can't make this the largest single collection of 5e Backgrounds on the internet!

RPGPundit
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: richforest on August 16, 2014, 03:25:49 PM
This is a great idea. And agreed -- the game really invites people to add to it.

The following backgrounds are cut and pasted from Into the Breach with Basic D&D 5 (http://superheronecromancer.blogspot.com/2014/07/into-breach-with-basic-d-5e.html), a post for playing in my take on Benjamin Baugh's "Long Stair" modern espionage/military + D&D setting. I cheated a little with the proficiencies: I added a "military training" line for modern armor and weapon proficiencies that are above and beyond the default skills and proficiencies. There is a lot more context at the blog post itself. Here I'll just paste in the backgrounds.  

Architect: Specialist in basement architectural, layout, habitation, and xenotechnological distribution patterns. Architects contribute to a shared mapping database including common recurring basement geomorphic patterns as well as a complete database of known Dyson Class Stairwells. Architects serve as scouts during missions in the basement or in breached stairwells. Even a small Dyson Class Breach must be treated with caution.

Note: The player of an architect will be given a folder containing images of the layouts of known Dyson Class Stairwells -- that is, a folder filled with copies of +Dyson Logos's maps or a copy of Dyson's Delves I (http://www.rpgnow.com/product/114976/Dysons-Delves) and/or Dyson's Delves II (http://www.rpgnow.com/product/126849/Dysons-Delves-II) (print copies (http://www.lulu.com/spotlight/dysonlogos) via Lulu). Any time the party enters a breach or other stairwell, it's up to the player to match the layout of the place they are traversing with one of the known maps. Once they identify which map they're working with, they can use that to guide the party through the dungeon.  

   Skills: Arcana, Perception
Tools: Dyson Class Delve Database, Climbing Gear
Trait: Wanderer (Basement)
Military Training: Moderate Body Armor (Tactical Armor), Small Arms

Caver (Special Environment Specialist Terrestrial): Specialist in natural cavern environments, xenoforms, and threats.

   Skills: Acrobatics, Athletics
Tools: Caving Gear
Trait: Wanderer (Caves)
Military Training: Partial Body Armor (Tactical Vest), Handguns

Cleaner: Specialist in cover ups and veil outs following Long Stair breaches upstairs. This specialization includes training in psychological and media ops. Cleaners must have Long Stair experience even though most of their work is carried out upstairs.

   Skills: Deception, Persuasion
Tools: Veil-Out Kit
Trait: Contact
Military Training: Partial Body Armor (Tactical Vest), Handguns


Diver (Special Environment Specialist Aquatic): Specialist in aquatic envirnoments, xenoforms, and threats.

   Skills: Athletics, Nature
Tools: SCUBA / Diving Gear, Speargun
Trait: Wanderer (Aquatic)
Military Training: Partial Body Armor (Tactical Vest), Small Arms

Field Analyst: Long stair data collection and analysis specialist. Some specialize in field investigations downstairs. Others specialize in investigations upstairs, tracking down unauthorized Basement tech and Long Stair breach points.

   Skills: Arcana, Investigation
Tools: Digital Surveillance Equipment, Portable Xenochem Lab
Trait: Researcher
Military Training: Partial Body Armor (Tactical Vest), Handguns

Medic: Combat medic. Medics assigned to the basement train and prepare not only to deal with standard combat trauma but also with the special dangers posed by basement xenoforms.

   Skills: Medicine, Nature
Tools: Medical Kit, Anti-Toxins
Trait: "I Owe You One"
Military Training: Moderate Body Armor (Tactical Armor), Small Arms


Negotiator (Xeno-Ethologist): Specialist in both sapient and non-sapient xenoform behaviors and sociability. Trained in techniques for communication and negotiation with sapient xenoforms. Expert in xenoform biological and behavioral traits.

   Skills: Insight, Persuasion
Tools: Xenoform Database
Languages: Lingua Infera (colloquially known to veterans of the stair as "Chaotic")
Trait: Friends in Low Places
Military Training: Moderate Body Armor (Tactical Vest), Small Arms

Soldier: Fire team special operations soldier. Common roles in a fire team include rifleman, automatic rifleman, grenadier, and fire team leader. The rifleman is the standard fire team member and gains an additional +1 with Rifles. The automatic rifleman carries a squad automatic weapon and has proficiency in Machine Guns. The grenadier is armed with an indirect fire weapon and has proficiency with Grenade Launcher. The fire team leader is the operational commander for combat operations and can come from any of the above specializations.

   Skills: Athletics, Perception
Tools: Moderate Body Armor (Tactical Armor), Small Arms
Trait: Military Rank
Military Specialist Training: Grenades and one additional proficiency or specialty, as noted above.

Sapper (Combat Engineer): Specialist in combat constructions and demolitions, including the destruction of the diverse hazards (colloquially known as "traps" to many soldiers and agents) of the basement.

   Skills: Perception, Sleight of Hand
Tools: Demolitions/Explosives Kit
Trait: Life or Death
Military Training: Full Body Armor (EOD Suit), Small Arms

Search and Rescue Inferus Trooper: Specialist in rescue and recovery down below. When things go horribly wrong, these are the soldiers who get down there and pull you out.

   Skills: Athletics, Medicine
Tools: Emergency Medical Equipment, Para- and Rapid Descent Gear
Trait: "I Owe You One"
Military Training: Partial Body Armor (Tactical Vest), Small Arms

We've played this a couple times already and had a blast.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: LibraryLass on August 16, 2014, 05:06:24 PM
Courtney Camp's been doing a whole series of them! (http://hackslashmaster.blogspot.com/search/label/Backgrounds)
Title: Slave Background
Post by: SaveVersus on August 17, 2014, 11:26:51 AM
I have a Slave background to contribute.

http://saveversus.wordpress.com/2014/08/17/dungeons-dragons-background-slave/
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Gold Roger on August 17, 2014, 02:02:31 PM
Lets see, these are the ones I've got ready for use. There might be overlaps with others who created custom background.

My biggest concern is creating features that are in line with the benefits provided by PHB background, as that seems to be the hardest.

Right now these are missing suggested characteristics (which reguire a lot of writing for little payof) and equipment (which is the only part I'm not comfortable advocating until I have more info).This no longer applies as of 08-28-2014 characteristics and equipment have been added

I'll revisit these once I have the PHB and possibly the DMG in hands.


Demagogue

Never a quiet one, you have lived your life advocating your chosen causes to the masses. Maybe you are a young idealist, speaking out against oppression and corruption or you have become a street preacher, warning that the end is near ,if people don't change their sinful ways. It might have always been just a job for you, nobles and merchants paying you to slander their enemies in the streets.

Whatever lead you to it, you have learned to talk in public, whip the mob into a frenzy and not be there when the authorities arrive.

Skill Proficiency: Performance, Persuasion
Proficiencies: Pick any 2 of these: disguise kit, painter's supplies, forgery kit, calligraphers supplies

Equipment: Collection of pamphlets and caricatures, chalk, eccentric set of common clothes, One hat or similar accessory to serve as your trademark, whistle, a pouch with 15 gp

Feature - Turning the Rumor Mill:

You are an expert on spreading the news, be they truth or vile lies. Once per week you can put a rumor into circulation in your current location. The rumor will persist for at least a month and might spread to other settlements.

In addition you have a bit of legal protection. If you are arrested or accused in court in a location where you have spend at least a week, an angry mob will gather, demanding that you are released and have your name cleared. The effectiveness of this depends on the nature of the local authorities of course.

Suggested Characteristics

Personality Traits

1 – I constantly reference heroes of the past and insist that they would be on my side
2 – I have a meaningful quote or entertaining anecdote for every occasion.
3 – Language is very important to me and I constantly correct others on their use of words, grammar and spelling.
4 – Whenever I'm of the stage, I'm actually quite shy and reserved.
5 – I speak with great motion, flailing my arms around at every word and exaggerated mimic expression.
6 – I am very concerned about my appearance, though my standards are eccentric and outside the “mainstream”
7 – I am very inquisitive in my social interactions, sometimes overly so.
8 – I am excitable. While I display a great range of emotion, calm and relaxed are not among them.

Ideal
1 – Manipulation. Most people are like sheep, to be used by those with the brains and agenda.
2 – Information. Knowledge is power and it belongs to everyone. When word can spread, justice and truth will triumph.
3 – Fame. There is no greater glory than the adoration of the masses and no greater disgrace than  social ostracism.
4 – Anarchy. People are boring and things must be properly stirred for the sake of excitement.
5 – Conformity. We all must share the same beliefs and values for society to prosper
6 – Motivation. Everyone is in charge of their own destiny. Put they must be pushed and given the proper leeway to make it real

Bond
1 – I follow the lead of a great idol, whom I style myself  and my work after. An attack on them is an attack on me and I would do anything to get their approval.
2 – I depend on the approval and prosperity of my political party.
3 – My favorite tavern is my source of inspiration. Without the unique atmosphere I enjoy there, I would feel like like loosing my soul.
4 – I have a personal vendetta against a very popular person or group. I only live to see their reputation and fortune torn apart.
5 – Despite my many followers, there's only one person I only ever wanted to impress, but I'm still being ignored.
6 – My audience is as kin to me. I know them by name and know what happens in their life. When they suffer, I suffer. When they bleed, I bleed.

Flaw
1 – I can't bear being outside the center of attention. Hey you, look at me!
2 – I am a notorious provocateur. I often get into arguments and trouble, just for the sake of being contrary.
3 – Without orientation for myself, I always say and do what I think people want and expect me to.
4 – It is inconceivable to me, that my reasoning and argumentation could be flawed and I react aggressive to criticism.
5 – The vices I rant against the most, are the ones I am myself most prone to.
6 – Envy drives and consumes me. As long as someones has what I don't have, I can see no justice in the world.


Hedonist

Many an adventure comes from a life of hardship, poverty or heavy responsibility. You are not one of them.

Raised in the highest social circles, spoiled and with few boundaries, your existence has so far been one big party.

Such a lifestyle is rarely sustainable, of course. Maybe your relatives are finally fed up with your scandals and disowned you, maybe you slummed it with a particularly bad crowd and got involved in some bad events, you could have simply gotten bored with your decadence and seek new thrills or you had to find that your families fortunes weren’t infinite after all and partied you way into bankruptcy. Other hedonists come to regret their ways and try to redeem themselves, turning their life by 180 degrees.

Skills: Persuasion, sleight of hand
Proficiencies: two gaming sets of your choice

Equipment: 2 Sets of fine clothes, 1 bottle of booze (good and very expensive stuff), a very fancy (and possibly quite lewd) but sadly incomplete gaming set, pouch with 25 gp.

Feature - Really Got Around:

People have long gotten used to you being involved in scandals and hearing the worst about you. You are completely immune to malicious slander and extortion.

In addition, whether you still carry on with your lifestyle or turned around, you know quite a bit of dirt on the rich and powerful. And when you don't, you know where to find it.

Suggested Characteristics

Personality Traits

1 – I am flirty with everyone, no matter my interest. It is as natural as breathing to me
2 – I know no shame. The scandalized looks I get just encourage me.
3 – I make a small bet or wager out of everything.
4 – I love shopping and am always on the look out for that one special store to set a trend with.
5 – I change my outfit and hair at least once per day.
6 – I always palm some small and insignificant thing from the places I visit.
7 – I have a fondness of exotic beasts and always want one as pet, no matter how unfeasible that would be.
8 – I try to make friends with everyone, but have a horrible memory for names and faces.

Ideal
1 – Thrill. The world is full of exciting new experiences. One should try everything at least once and ones worth can be measured by the amount of experiences made.
2 – Beauty. Everyone wants to be pretty and surrounded by pretty things. Life is to short to bother with the ugly.
3 – Worthiness. My previous lifestyle was morally wrong. I work hard to be taken serious and fulfill my stations responsibilities
4 – Rebellion. Break all taboos, shake all conventions and break out of the stuffiness. I am the best example that the establishment needs to be torn apart.
5 – Generosity. What good is wealth and joy when you keep them to yourself. Sharing is caring and nothing gives you a warmer feeling, than a gift well received.
6 – Love. It is all you need. Everyone should fall in love, always and repeatedly. Romance will prevail over everything.

Bond
1 – I was spoiled, but I only ever knew social warmth from the servants who raised me. They are the only ones who really know me.
2 – When I go out, I'll never do it without the “gang”. Together we are the life of the party and without them, everything is bleak.
3 – I have a responsible sibling, whom I love for getting me out of trouble and whom I hate for always showing me up.
4 – There is a former friend or lover whom I hurt terribly. I want to make it up badly, but I don't dare getting close, because I believe I would only increase the pain.
5 – I have a great debt to someone poor, who is to proud to accept my help. I always dream up new schemes to repay it.
6 – My families estate is my identity and paradise. I would do anything to preserve it.

Flaw
1 – I willfully endanger and waste myself. I am fully aware that I am headed for self destruction and romanticize it.
2 – I'm ignorant to the realities of the “common” people. Without ill will, I am insensitive in my dealings.
3 – There is a powerful addiction controlling me and no matter how hard I try, I can't get away.
4 – I have unknowingly left a trail of ruined lives. Those so affected are out for my blood.
5 – I am extremely vain. Concern for my looks can stifle even my best intentions.
6 – My entitlement knows no bounds. I'm not only used to getting what I want, I am convinced I deserve it all.


Captive

You where the princess in the tower, the man in the iron mask, the hunchback in the bell tower, the apprentice kept in the tower by a paranoid and controlling master or the child married of far to young to a much older and envious spouse.

Whatever the reason, you have spend your life in isolation, confined and with little to no contact to anyone but your captors.

You might be naive, but your hardship has left you with valuable skills. Your senses are sharpened by years staring longingly at the one view of the outside world you ever knew and listening for your captors footstep. Your body was hardened by numerous escape attempts, scaling walls, swimming through moats and most of all the running. So much time spend running away.

Finally successful in escaping or inexplicably released, you are your own person at last, to take revenge, to see what was kept from you or to run, just run away as far as you can.

Skills: Perception, Athletics
Tools: one gaming set or musical instrument of your choice
Languages: one of your choice

Equipment: One set of common clothing, one very personal letter stolen from your captor, pouch with 10gp

Feature - Never Again:

You have spend your entire life trying to escape and no one will ever keep you now. Whenever you come upon a confinement, whether yours or an others, you immediately spot the weakest point in it and know how to exploit it.

Suggested Characteristics

Personality Traits

1 – I apologize a lot and have unfailing, but outdated, manners.
2 – I go through life with wide eyed wonder. I rarely watch where I am going and come of as a klutz.
3 – I enjoy the freedom of choosing my own clothing to much and go overboard when choosing my outfit.
4 – I am always eager to try something new.
5 – I often take pause to enjoy a simple sensation, such as the wind in my hair or the smell of fresh summer rain.
6 – Used as I am to living under observation, I have no sense of privacy or personal space.
7 – I am savvy and catch on quickly, but I play up my naivety so others underestimate me.
8 – I am prone to sudden bouts of philosophical navel gazing.

Ideal
1 – Companionship. I was lonely for so long. Friendship are the most important thing in the world.
2 – Independence. No one has any say in an others life. Don't let someone else keep you down.
3 – Vengeance. Those who have wronged me shall get to know my wrath.
4 – Exploration. The world has so much to offer and be seen. Let's get to it.
5 – Control. There are those who decide and those who are decided for and I have not been my own master for to long. It is time to turn the table.
6 – Caution. Every mistake is met with swift punishment. Better be safe than sorry.

Bond
1 – A mysterious stranger helped me escape and knows things about my past I don't. I need to find that person.
2 – There was a story I read or heard over and over during my captivity and I model my entire life on it.
3 – One of my captors or one of their servants always treated me well. Though they might be my nominal enemy, I consider them a friend and keep in touch.
4 – The reason for my imprisonment is still obscured to me and I will go to great lengths to find out.
5 – In my escape, I left behind my dearest possessions and I want to regain or at least replace them.
6 – I still remember having a life before captivity and seek out those who knew me then.

Flaw
1 – In my mind I am still caged. I still hesitate to do anything my captors forbade me.
2 – I am naive to the ways of the world and easily scammed.
3 – My isolation also kept me sheltered. Pain of body or heart easily leave me in tears.
4 – Unbeknown to me, I was imprisoned for my own protection. Those who would see me dead are now free to hunt me down.
5 – Caged life was simply. I am incapable of dealing with the scope and complexity of freedom and depend to much on others.
6 – My captors are still out there. They won't harm me, but have no scruple to strike against those close to me.


Envoy

Even in a fantasy world filled with bloody conflict, nothing gets done without skilled negotiators. You where a nobles herald, an orders spokesperson, a Diplomat in foreign lands, a negotiator for a trade cartel or the wry scoundrel, delivering the ransom notes and demands of a vile bandit lord.

Skills: Insight, Persuasion
Languages: two of your choice


Equipment: Set of fine clothes, letters of introduction from your patron, wrapped and sealed package you are to deliver in your patrons name (the content is worth at least 250gp), pouch containing 20gp.

Feature - Diplomatic Impunity:

Your confidence, poise and cool gives all but the most bloodthirsty killers pause. When faced with intelligent and relatable opposition, you can always attempt to negotiate and will be given the time to say what you have.

In addition you have a patron, who will attempt to shield you from legal trouble as long as you stay useful.

Suggested Characteristics

Personality Traits

1 – I am seductive and consider it another tool of my trade.
2 – Even the most insignificant interaction is an opportunity to trade for me.
3 – I use flattery in all conversations and compliment everyone I meet. Even my worst enemy
4 – I am proud of my cultivation and often talk of fine art and cuisine.
5 – My cosmopolitanism is plain for all to see, as my fashion is a mix drawn from many cultures.
6 – I am curious about things most consider insignificant and ordinary.
7 – I strife to teach my companions social graces and etiquette on every opportunity I get.
8 – I express everything with great gravitas.

Ideal
1 – Peace. Violence is a last resort and parlay is sacred. I go into battle only with great sorrow and go to great length to prevent it.
2 – Civilization. Cultivation and progress are the greatest values and barbarism is despicable. I put great stock in proper manners and process. The pleasantries of advanced settlements are well deserved.
3 – Tolerance. To each his own. All lifestyles and cultures are valuable. Respect that and don't interfere unduly.
4 – Fairness. Contracts kept and all necessary information shared for a deal to hold value. This is the basis of all interaction and to not respect it is a grave transgression.
5 – Prestige. Everything I do is targeted at increasing and showing my standing. It is all one can depend on.
6 – Cleverness. Life is a battle of wits and the smartest take the prize. Cheating, lying and other underhanded means are just more tools for the deserving to use.

Bond
1 – My greatest dream is to end a certain conflict that has been sweltering for ages.
2 – My patron brought me from rags to riches, I owe them everything.
3 – I gave up my most precious possession to secure a deal. I still seek for away to regain it.
4 – Someone very close to me has been imprisoned or enslaved. It is my dream to see them legally released.
5 – In my travels I have found true love, but the very same travels have put us far apart and estranged.
6 – I have heard of a place that encompasses everything I hold in high regard, but I always semm to travel in the opposite direction.

Flaw
1 – I always want to please everyone and always compromise.
2 – I am to hard a negotiator. I reject even the most reasonable offers, as long as I think I can get more.
3 – I have come to value the fine things in life a bit to much. A lavish feast, valuable gift or fine body to warm my bed can easily compromise my position.
4 – I once negotiated an incredible deal that left a third party in the dirt. Now they want my head on a pike.
5 – I am haughty and arrogant. When I don't want something from someone, I ignore them.
6 – When I deal with my Patron, I have no backbone. I approve of their every idea, no matter how heinous or stupid.


Bureaucrat

All but the most primitive societies have organizers and administrators, turning the wheels and keeping things running. They may be considered a necessary evil, the but of jokes and subjects of rants. Or they may be admired, considered the most important members of society or even holy. Whatever it is, you are a member of this selected caste.

The life of adventuring may be considered an odd position for someone associated with drudgery and waiting. But there are many ways fate can conspire to thrust a bureaucrat into the wild.

For some it is just a natural part of their solemn duties, such as tax collector, investigator and census takers in border regions. Some loose out in the great game of office politics, getting send out on bogus assignments. And then there are those who just throw up their hands in frustration or boredom, deciding that getting eaten by an owlbear is preferable to filing another b5075 gold VII process.

Skills: Investigation, History
Proficiencies: Forgery kit, calligraphers supplies

Equipment: Set of common clothes, forgery kit (papers, stamps and seals are authentic, but most don't belong in your hands), badge of office, key to your office, a satchel with letters containing death threads, pitiful begging for help and amoral offers, pouch with 15 gp.

Feature - Cut Through Red Tape:

Rules and regulations can stifle great kings, mighty swordsmen and archmages, but not you. Whenever there is a document to be obtained or a license to be bought, you can circumvent waiting lines, fines and standard response times. You always know what office is actually responsible, which document is really needed and who can be bribed how.

Suggested Characteristics

Personality Traits

1 – I collect motivational trinkets and display them wherever I stay.
2 – I'm an avid gardener and even when traveling, I have a little potted plant, that I perfectly groom and dote upon.
3 – I quote the rules and regulation in every conservation, whether it is appropriate to do so or not.
4 – I speak in a droning monotone.
5 – I can't help picking apart inaccuracies and double meanings in the words of others.
6 – I talk fast and will always use the most arcane words I can think of, even when I don't know their meaning or they don't exist.
7 – I take great pains to always look perfectly groomed and yet absolutely bland.
8 – I have a persistent nervous tick that is distracting. I am not aware of this, no matter how often it is pointed out to me.

Ideal
1 – Harmony. No one can stand on their own. We must all strife to help and respect one another.
2 – Improvement. Everything needs to be efficient and some adjustment can always be made to come closer to perfection.
3 – Stability. Change is chaos and chaos is destruction. Life is only bearable,  when everything runs as intended.
4 – Ambition. Status is everything. I will do anything to advance and those who don't deserve to be stepped upon.
5 – Diligence. Sloppiness is a plague on the world. If something is to be done right, you have to take your time with it, always tripple check at least and have at least two more plans to fall back to.
6 – Absurdity. There is no point to anything and all order is a farce, just as well play along and enjoy the ride. Once one realizes this, everything becomes a joke.

Bond
1 – The office is my own little realm and a sanctuary from the worlds chaos. None shall enter unbidden, none shall move a single piece of paper out of place and, if you value your life, you certainly shouldn't threaten its existence.
2 – A relative got me into my position and I am indebted to them. I have a great need to prove my worth to this person.
3 – The symbols of office are no mere objects, they are a representation of my soul. My title and position give me purpose. Besmirching the symbols and good name of the regulations that give me authority is an attack on the very foundation of my existence
4 – I see no joy in my occupation, but I know that it affords me a small home and family to go back to. It's a small piece of heaven and my glimmer of hope.
5 – My life of duty and servitude was inspired by a great national event. I celebrate the year-day with great pathos and pomp. I am enthusiastic to find objects, people and knowledge on this event, but expectations are set and seeing them betrayed would shake me greatly.
6 – I have great comradery with my peers in occupation. I will always take time for them and stand in solidarity with them when they are in distress.

Flaw
1 – I rose to swift in the hierarchy and am now under constant attack from envious and petty rivals.
2 – I am under great pressure from my superiors. I depend on them and constantly need to suck up to them.
3 – I am a creature of habit and it makes me predictable and easy to trick.
4 – I categorize everything and everyone at first glance and treat everyone who lands in my “unworthy” folder with vicious disdain.
5 – The impact of my decisions is distant to me and I am ignorant to the consequences of my paperwork. What is a logical decision in my calculations has ruined lives.
6 – It is actually unthinkable for me to go against rules and regulations. It would never come to my mind that breaking a law to get what is wanted is even an option.


The last is my personal favorite and the first I wanted to do. In the works are Slave, Ratcatcher, Graverobber, Dragonraised, Athlete, Interrogator and Entrepreneur.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Tahmoh on August 17, 2014, 02:45:10 PM
Anyone got a background that could be used with barbarian as a way of running a war vet/last survivor who suffers ptsd(possibly tied to certain environments or situations) as a reason for his rage? or should i just roleplay it out instead?
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Gold Roger on August 17, 2014, 03:01:35 PM
Quote from: Broken-Serenity;780529
Anyone got a background that could be used with barbarian as a way of running a war vet/last survivor who suffers ptsd(possibly tied to certain environments or situations) as a reason for his rage? or should i just roleplay it out instead?


Barbarian with the soldier background as the feature and proficiencies would still be applicable. Bonds, flaws and ideals resolving around the trauma. I can't really see how PTSD could translate into a beneficial background feature.

A war/disaster refugee might warant a background though.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on August 17, 2014, 03:23:25 PM
Quote from: Broken-Serenity;780529
Anyone got a background that could be used with barbarian as a way of running a war vet/last survivor who suffers ptsd(possibly tied to certain environments or situations) as a reason for his rage? or should i just roleplay it out instead?

I'd just go with the Soldier Background.

PTSD is better described by a Flaw.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Tahmoh on August 17, 2014, 09:25:26 PM
Yeah i figured as much, i may just use war hero as a background then add a flaw for the war trauma causing the rage side of things and see how that works in play.

Not likely to use the character for awhile(i rarely get to play as my group are all lazy gits when it comes to taking a turn as gm lol) so i probably have time to do more research and see what i can come up with.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: RPGPundit on August 18, 2014, 05:01:50 AM
Great stuff so far guys, keep it up!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Akrasia on August 18, 2014, 01:51:04 PM
I wrote up a number of 'background professions' for Swords & Wizardry (useable with 0e/Classic D&D) five years ago.

Here is the list:
http://akraticwizardry.blogspot.com/2009/06/background-professions.html
(Obviously not formatted for 5e.)

Last year I revamped the list for OSRIC/AD&D:
http://akraticwizardry.blogspot.com/2013/04/background-professions-for-osric-and.html

Since I designed them years before 5e, there is some overlap.  I may rework the non-redundant ones for 5e sometime.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Terateuthis on August 18, 2014, 05:49:32 PM
JUSTICIAR

You know the law. In many cases, you are the law. Having served as a deputy, sheriff, reeve, attorney, magistrate, perhaps even consulting detective, you know how to investigate crimes as well as how to interpret, argue, and, when necessary, enforce the laws of a community or jurisdiction. Depending on the powers vested in you, you serve as investigator, judge, jury, and - when the situation demands - executioner.
 
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: legal codex*
Languages: choose Celestial or Infernal
 
Feature: Law Enforcement
If you stay in a community for longer than a week, you come to understand enough of its laws and customs to make you eligible for a position in its legal system. Whether the ruling powers agree to deputize you depends on them. As a licensed marshal, you gain whatever enforcement and adjudication powers the rulers and the community's laws decree, and you can deputize companions fit to aid you in your task. Even as an unlicensed vigilante or consulting detective for hire, you know enough of the letter of the law to make a compelling case before a judge.
 
* New Tool: Legal Codex (price and weight as book)
If you are proficient in legal codices and possess the appropriate legal codex for a given jurisdiction, you may add your proficiency bonus when interacting in an official capacity with agents of the law or when arguing points of law with anyone in the jurisdiction. This includes criminal and civil trials.
 
PERSONALITY

 
IDEAL

 
BOND

 
FLAW
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: jibbajibba on August 18, 2014, 10:42:44 PM
Quote from: Terateuthis;780805
JUSTICIAR

You know the law. In many cases, you are the law. Having served as a deputy, sheriff, reeve, attorney, magistrate, perhaps even consulting detective, you know how to investigate crimes as well as how to interpret, argue, and, when necessary, enforce the laws of a community or jurisdiction. Depending on the powers vested in you, you serve as investigator, judge, jury, and - when the situation demands - executioner.
 
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: legal codex*
Languages: choose Celestial or Infernal
 
Feature: Law Enforcement
If you stay in a community for longer than a week, you come to understand enough of its laws and customs to make you eligible for a position in its legal system. Whether the ruling powers agree to deputize you depends on them. As a licensed marshal, you gain whatever enforcement and adjudication powers the rulers and the community's laws decree, and you can deputize companions fit to aid you in your task. Even as an unlicensed vigilante or consulting detective for hire, you know enough of the letter of the law to make a compelling case before a judge.
 
* New Tool: Legal Codex (price and weight as book)
If you are proficient in legal codices and possess the appropriate legal codex for a given jurisdiction, you may add your proficiency bonus when interacting in an official capacity with agents of the law or when arguing points of law with anyone in the jurisdiction. This includes criminal and civil trials.
 
PERSONALITY
  • I'm affable and easy-going, even when taking down the bad guys.
  • I'm intense and watchful, seeing potential trouble everywhere.
  • I stay detached and "by the book" - nothing ever needs to get personal.
  • I prefer to be underestimated – I appear lazier and more bumbling than I am, ask questions that seem foolish but make perfect sense in hindsight, and otherwise set traps for those who contest me.
  • Once a bad seed, always a bad seed - I am harshly judgmental of those who have erred even once.
  • I am argumentative, seeing everything as a debate to be won and never letting a point of order go.
  • I am deferential to authority more than rulings - those chosen through merit, tradition, or birth understand the intent of the law even if the letter must be bent a bit.
  • I get emotionally involved in my client's defense - especially if I genuinely believe my client innocent.

 
IDEAL
  • The Law. The Law is the Law. None are above the Law - least of all those who enforce it. "Fair and harsh" are my precepts – and I am harshest of all on myself. (Lawful)
  • Punishment. Those who transgress - no matter how slightly - are guilty and must be punished. And, in the end, all are guilty. Examples - terrible, soul-searing examples - must be made. (Evil)
  • Street Justice. The law coddles the wealthy and connected while oppressing the poor and powerless. Sometimes you have to take the law into your own hands. (Chaotic)
  • Rehabilitation. No one is beyond redemption. Protecting the righteous from the wicked is my duty, but leading the wicked to righteousness is my joy. (Good)
  • Community. My community cannot hold unless its people are kept safe from threats in their midst. I do what must be done. (Any)
  • The Truth. Shine a light on the darkness and let things fall as they may, without fear or favor. (Neutral)

 
BOND
  • When I swear an oath to protect and serve a community, I keep that oath no matter what.
  • A certain criminal has eluded me time and again. I will not rest until I bring this villain down.
  • My family was murdered by criminals. I will avenge all in similar circumstances.
  • Mysteries fascinate me, and I doggedly pursue their solution both for hire and for the sheer joy of it. Truth be known, I do it more for the joy of testing my wits than out of loyalty to a cause.
  • Those who protect and serve are my brethren - harm one of mine and I will find you.
  • If I believe an accused to be innocent, I will go to the ends of the earth to clear her name.

 
FLAW
  • I see conspiracies, collusion, and machinations everyfnordwhere.
  • I have taken a significant bribe, and a certain crimelord knows it and can prove it.
  • I came from the slums, and conflict between my oaths and my experience as a downtrodden youth still eats at me. Moreover, some among my birth community consider my profession a betrayal.
  • I am obsessed with righting wrongs and tracking wrongdoers, to the exclusion of other, healthier interests.
  • I am fascinated by the intellectual rigor of the perfect legal argument - and, though their ends may be foul, I have seen no more intricately crafted statutes than those of the Nine Hells.
  • The law is a path to righteousness but also a path to power - and oh, how much better things would be if I had just a bit of power....


welcome tot eh site/.

Really like the flaw/bond/Personality /Ideal  You can see Holmes, Columbo, Rockford and Wyatt Earp in there :)
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Terateuthis on August 19, 2014, 01:20:29 PM
Quote from: jibbajibba;780848
welcome tot eh site/.

Really like the flaw/bond/Personality /Ideal  You can see Holmes, Columbo, Rockford and Wyatt Earp in there :)


Why, thank you! Nice to be here.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: tenbones on August 19, 2014, 03:58:06 PM
Slave
You were captured and enslaved. Or you were born into it. Life as a slave has been punishing, soul-crushing, but the bonds that claim your limbs will never claim your will to be free. You have been through hardships few others could comprehend. You understand the motivations of those with authority and have learned, often at great pain to yourself, how to blend in and escape notice from those that claim ownership of you. You have learned patience and when the moment was at hand - you escaped.
 
Skill Proficiencies: Insight, Survival
Tool Proficiencies: Artisan tool-set (pick one type that reflects your life as a slave)
Languages: Two of your choice (regional)
 
Feature: Passive Presence
As long as you appear appropriately in a position of a servant or slave, you gain Advantage to any Charisma checks involving Deception, Persuasion, or Blending into a Crowd. As a former slave you will be branded or tattooed and will be marked as such forever.
 
 
PERSONALITY

 
IDEAL
BOND

 
FLAW
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: RPGPundit on August 21, 2014, 02:50:25 PM
Quote from: Terateuthis;780805
JUSTICIAR

You know the law. In many cases, you are the law. Having served as a deputy, sheriff, reeve, attorney, magistrate, perhaps even consulting detective, you know how to investigate crimes as well as how to interpret, argue, and, when necessary, enforce the laws of a community or jurisdiction. Depending on the powers vested in you, you serve as investigator, judge, jury, and - when the situation demands - executioner.
 
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: legal codex*
Languages: choose Celestial or Infernal
 
Feature: Law Enforcement
If you stay in a community for longer than a week, you come to understand enough of its laws and customs to make you eligible for a position in its legal system. Whether the ruling powers agree to deputize you depends on them. As a licensed marshal, you gain whatever enforcement and adjudication powers the rulers and the community's laws decree, and you can deputize companions fit to aid you in your task. Even as an unlicensed vigilante or consulting detective for hire, you know enough of the letter of the law to make a compelling case before a judge.
 
* New Tool: Legal Codex (price and weight as book)
If you are proficient in legal codices and possess the appropriate legal codex for a given jurisdiction, you may add your proficiency bonus when interacting in an official capacity with agents of the law or when arguing points of law with anyone in the jurisdiction. This includes criminal and civil trials.
 
PERSONALITY
  • I'm affable and easy-going, even when taking down the bad guys.
  • I'm intense and watchful, seeing potential trouble everywhere.
  • I stay detached and "by the book" - nothing ever needs to get personal.
  • I prefer to be underestimated – I appear lazier and more bumbling than I am, ask questions that seem foolish but make perfect sense in hindsight, and otherwise set traps for those who contest me.
  • Once a bad seed, always a bad seed - I am harshly judgmental of those who have erred even once.
  • I am argumentative, seeing everything as a debate to be won and never letting a point of order go.
  • I am deferential to authority more than rulings - those chosen through merit, tradition, or birth understand the intent of the law even if the letter must be bent a bit.
  • I get emotionally involved in my client's defense - especially if I genuinely believe my client innocent.

 
IDEAL
  • The Law. The Law is the Law. None are above the Law - least of all those who enforce it. "Fair and harsh" are my precepts – and I am harshest of all on myself. (Lawful)
  • Punishment. Those who transgress - no matter how slightly - are guilty and must be punished. And, in the end, all are guilty. Examples - terrible, soul-searing examples - must be made. (Evil)
  • Street Justice. The law coddles the wealthy and connected while oppressing the poor and powerless. Sometimes you have to take the law into your own hands. (Chaotic)
  • Rehabilitation. No one is beyond redemption. Protecting the righteous from the wicked is my duty, but leading the wicked to righteousness is my joy. (Good)
  • Community. My community cannot hold unless its people are kept safe from threats in their midst. I do what must be done. (Any)
  • The Truth. Shine a light on the darkness and let things fall as they may, without fear or favor. (Neutral)

 
BOND
  • When I swear an oath to protect and serve a community, I keep that oath no matter what.
  • A certain criminal has eluded me time and again. I will not rest until I bring this villain down.
  • My family was murdered by criminals. I will avenge all in similar circumstances.
  • Mysteries fascinate me, and I doggedly pursue their solution both for hire and for the sheer joy of it. Truth be known, I do it more for the joy of testing my wits than out of loyalty to a cause.
  • Those who protect and serve are my brethren - harm one of mine and I will find you.
  • If I believe an accused to be innocent, I will go to the ends of the earth to clear her name.

 
FLAW
  • I see conspiracies, collusion, and machinations everyfnordwhere.
  • I have taken a significant bribe, and a certain crimelord knows it and can prove it.
  • I came from the slums, and conflict between my oaths and my experience as a downtrodden youth still eats at me. Moreover, some among my birth community consider my profession a betrayal.
  • I am obsessed with righting wrongs and tracking wrongdoers, to the exclusion of other, healthier interests.
  • I am fascinated by the intellectual rigor of the perfect legal argument - and, though their ends may be foul, I have seen no more intricately crafted statutes than those of the Nine Hells.
  • The law is a path to righteousness but also a path to power - and oh, how much better things would be if I had just a bit of power....


Great addition, thank you!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Terateuthis on August 22, 2014, 04:44:25 PM
Quote from: RPGPundit;781593
Great addition, thank you!


Thank you, sir!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Exploderwizard on August 23, 2014, 10:04:06 AM
Sometimes heroes come from the unlikliest of beginnings. I present to you:

VILLAGE IDIOT
Every community has it’s village idiot. In your home town, that happened to be you. You know what it feels like to be ridiculed and bullied and you hate to see it happen to other people.  You have learned how to hide and run from those looking to beat you because you are different.

Skill Proficiencies:  Athletics, Stealth

Tool Proficiencies:  Any artisan tool set or gaming set.

Feature: Just an Idiot
People tend to dismiss you and treat you like a small child. They may talk about things in your presence better left unsaid. After all, an idiot isn’t going to understand what they are talking about after all.

Personality:
1.   I don’t like being bullied. I will stand up for those who cannot stand up for themselves.
2.   I may not be real smart, but I still have feelings.
3.   People call me an idiot because they just don’t understand me.
4.   Stupid is as stupid does. I will use my mind to best of my ability.
5.   People don’t like getting shown up by an idiot. I enjoy making that happen.
6.   I will show the world that even an idiot can make a huge difference.
 
IDEAL:
1.   A promis is a promise. It is important to keep your word.  Truthfulness
2.   I will prove to everyone I have what it takes to get the job done. Resilience
3.   Everyone should work together for the good of society. Community
4.   Mean people need a good dose of their own medicine. Vengeance
5.   We all have something to offer. Our gifts may just be different. Tolerance
6.   Life is pretty random.  You have to make the best with what you got. Acceptance

BOND:
1.   Good friends are hard to come by. Even I know that’s something you can’t just find around the corner.
2.   I will protect those I care about from any harm.
3.   I can relate to the downtrodden and abused. I will give them all the help that I can.
4.   What I am able to do I do very well. I will give every effort my best.
5.   I don’t give up on people, even when they have given up on themselves.
6.   I will get the respect that I have earned someday.

FLAW:
1.   I am not respected no matter what I do.
2.   I may not be that smart but nobody else seems to know that I have NEEDS too.
3.   I am an idiot. Maybe I should just do what everyone says. They know more than me right?
4.   I let the opinions of other affect me too much. It’s depressing.
5.   My ideas are never considered even when they are good.
6.   Yes I’m just a dummy. Say it again and I’ll knock your teeth out.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Larsdangly on August 23, 2014, 12:11:49 PM
These are actually really good! I hope someone is compiling these into a pdf we can all download later...
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: RPGPundit on August 23, 2014, 02:40:41 PM
Quote from: Larsdangly;782101
These are actually really good! I hope someone is compiling these into a pdf we can all download later...


That'd be great, but I'd rather wait until we have a couple of hundred of these!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: LibraryLass on August 23, 2014, 05:47:40 PM
FEY-TOUCHED
When you were very young, you were kidnapped and taken to the Feywild to be raised in the court of a fairy noble, and a changeling left in your place. Were you raised as a princeling? A pet? A slave? You were set free, escaped, or simply allowed to leave the nest when you grew up and have come to the material plane to seek your fortune.

Skill Proficiencies:  Arcana, Persuasion

Tool Proficiencies: One musical instrument or gaming set

Languages:  Sylvan.

Equipment: A set of fine clothes, a token to remember your birth family by or a small favor from your patron, and a purse containing 15GP

Feature: Fairy Courtier
You grew up among the fey, and are used to their bizarre customs, strange manners, and frequent shifts in logic. When interacting with fey, you can keep up with them as easily as you can with material plane societies.

Personality:
1.   I am only really familiar with the customs and habits of the Feywild, so I seem strange and unusual.
2.   People mistake me for being highly superstitious because I take every opportunity to appease any of the Fair Folk that might live nearby.
3.   I grew up around such strange beauty that I find myself somewhat blase about the world.
4.   I was treated harshly as a slave of the Lords and Ladies, and am somewhat fearful and submissive.
5.   I was a favored child of the fey and have a spoiled and entitled attitude.
6.   I am bizarrely joyful and prone to jokes, songs, or dance.
 
IDEAL:
1.   Stringency: I hold myself and everyone I make deals with to the exact letter of their word, as the fairies do. (Lawful)
2.   Cruelty: My masters treated me as a plaything, and I will do the same if I can to others. (Evil)
3.   Freedom: I escaped the Feywild, and I encourage others to escape what is holding them. (Chaotic)
4.   Unpredictability: Things in my home were often strange, and I always expect the unexpected. (Chaotic)
5.   Wonder: Things in the Feywild are so amazing, I wish to share that beauty with the world! (Good)
6.   Curiosity: The Material Plane is so different from the Feywild, it's exciting to see what it has to offer. (Neutral)

BOND:
1.   I am on the run from my wicked faerie captors.
2.   My patron owes me a favor that one day I'd like to collect if I see them again.
3.   I was betrothed to one of the fey before I left.
4.   I won my freedom in a game-- and the loser isn't happy.
5.   I bargained away something irreplaceable, like my memories of my birth family or the color of my hair.
6.   My birth family weren't fooled by the changeling left in my place, and have never given up searching for me.

FLAW:
1.   I am the adopted scion of a lord or lady of the Feywild. Mere mortals are beneath me.
2.   I never quite seem to fit in, no matter where I go.
3.   I was... altered, somehow, and not in a nondescript way. People stare.
4.   Once, I had to bargain away one or more of my emotions. I no longer feel that way at all.
5.   Years of toil in the hostile social environment of the Feywild has embittered me.
6.   I've learned all too well to fear what magic, used in anger, can do.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on August 23, 2014, 08:40:05 PM
SWASHBUCKLER
You come from one of the more advanced regions of the campaign setting, where heavy armor has been in decline and real men (or couragous women) wield a fencing blade with pride.
You might have been a paid duelist lending his blade to meek merchants to protect them and their honour against ruffians, a member of a military organization (like the King's Musketeers or an Elvish sword-slinger regiment), or simply a noblewoman dedicating her spare time to the art of fencing. Even foppish wizards and sorcerers sometimes pick up the lifestyle of the dashing swashbuckler.

Skill Proficiencies: Acrobatics, Athletics
Tool Proficiencies: gaming set (cards or dice)
Proficiencies: any finesse weapon (your choice) (or a second gaming set)

Equipment: Finesse weapon of your choice, deck of cards (or pouch of bone dice), foppish hat, bottle of fine wine and a belt pouch containing 2gp

Feature: Flourish
Whenever you finish off an opponent in melee, you may add a flourish to it to add insult to injury, like carving your initials into your opponents clothes, or delivering the coup the grace with a backhand slap.
Any commoner witnessing that will consider you a skilled fencer who doesn't even have to try to win. In addition to the good reputation that comes with that, no witness will dare to report minor misdemeanour like breaking inn tables during a fight or formal duelling in the streets.

Personality:
1. I am a mischievous devil who takes glee in showing off versus weaker enemies and having the last laugh.
2. Everything has to be done with proper panache. Why a squalid meal of stew and water when this inn has mutton and wine? Why walk through the door to face the villain when there is a window to crash through?
3. I am but temporary a swordsman. My actual interest lies in another more serious thing, and I will return to it someday.
4. If you want me to do something, tell me that is too difficult and dangerous for someone like me.
5. I am a true sportsman. I prefer to deal with things out in the open, without dirty tricks and with all proper rules of conduct kept up.
6. I am a thrill-seeker who constantly seeks out adventure and danger. Standing still and thinking isn't exactly my forte.

Ideal:
1. Romance: I fight to impress the ladies (and/or lads). (any)
2. Honour: No one shall tarnish my reputation as a gentlefolk. (Lawful)
3. Responsibility: If I don't draw my sword to defend the little man on the street, no one else will. (Good)
4. Self-Perfection: I want to become the greatest dashing swordsman of all time - les arts martiaux pour les arts martiaux. (Any)
5. Glory: I want to be known as the greatest swordsman of all times. (any)
6. Freedom: Who needs kingdoms, palaces or noble wedlocks? I prefer to stay adrift and a-roaming. (Chaotic)

Bond:
1. I seek the six-fingered man who has killed my father.
2. I have won every duel but for that versus the one-eyed man, whose servants have backstabbed me. I will find him and show him who would win in a proper duel.
3. There is this beautiful lady (or lad) who had witnessed my duel, but vanished in the crowd before I could talk to them.
4. This bully has picked on me and sullied my honour. That was when I have picked up the sword and trained to be ready to fight him, only for him to vanish. I will find him and restore my honour.
5. I was wrongly accused of a crime I didn't commit, forcing me to flee in shame from my home country. I will find evidence of my innocence and then face my accuser.
6. My regiment/noble house/country means the world to me. One for all and all for one!

Flaw:
1. Hedonism: I am easily distracted by the promise of wine, card games and carnal pleasure.
2. Chip on the Shoulder: I am quick to take offense and pick up fights, sometimes against any better judgement.
3. White-Knight-Syndrome: I have always been a mark for sob stories and damsels in distress.
4. Arrogant: I have little respect for anyone who isn't as accomplished at swordplay as myself.
5. Martyr: "Do with me anything that you want, but let the damsel go!" - "Run! I will buy you time for your escape!"
6. Dandy: I am always wasting my money on the latest fashion.
Title: Zealot
Post by: SaveVersus on August 24, 2014, 09:49:43 AM
Here's the Zealot.

http://saveversus.wordpress.com/2014/08/20/1648/

Zealot

There are believers and then there are zealots. Utterly devoted followers of their god, a zealot’s driving force is his belief in the rightness of his deity.

Skill Proficiency: Religion and Persuasion

Tool Proficiency: Choose one of Calligrapher’s supplies or one musical instrument.

Equipment: Common clothes, a vial of Holy water, 2 blocks of incense, book of your deity’s lore, holy symbol

Feature: Evangelist

Your aggressive approach to conversion can be a hindrance at times. Once you start spreading the word, if your audience is of other faiths, people disperse to avoid you. This can prove useful if your companions are seeking fewer eyewitnesses. Taverns empty, streets clear, crowds scatter, you’re your own worst enemy once you open your mouth. You can also expect to receive free healing and care from any established presence of your faith.

Madness

A zealot is often so singularly focused on their faith that they often descend into madness. Roll on the following chart to determine your particular struggle if any.

Doomed – Whenever you are reduced to half of your hit points you begin crying out of your impending demise.
Messianic – You have delusions of grandeur and are convinced you have been sent here by your deity.
Visions – You see things that others don’t and you know they are real.
Paranoia – I know that secretly you are all against me.
Anxiety – When you fail at anything you become anxious and stressed.
No discernible madness, yet.
Suggested Characteristics

A zealot is the most dedicated of believers. Their life is shaped by their faith and they seek to share their belief with whomever they encounter. They also tend to be hostile or at the least hold in disdain, other gods and their followers.

d8 Personality

I trust no one that is not of my faith.
I must be an example to others in the hopes of converting them to my god’s faith.
I would martyr myself for my god if I felt it would win him more converts and greater glory.
I have numerous rituals and prayers that I must adhere to on a daily basis.
The needs of my fellow believers, even complete strangers, come first, even if that means ignoring my companions.
I am an unworthy example of my faith and I constantly make known my failings and misdeeds to all who accompany me.
I am humble to a fault.
You are all witnesses of my righteousness and I let you know it.

d6 Ideal

Tradition: The old ways are the only way to worship. I am a purist. (Lawful)
Unpredictable: I can suddenly be overcome with visions or drop to my knees in prayer. (Chaos)
Indifferent: If you’re not a fellow believer, I don’t truly care for your fate. (Neutral)
Honesty: I have no secrets and tell no lies. (Any)
Destiny: My faith is my focus. All worldly matters are secondary to my eternal standing. (Neutral)
Power: Any perceived insult to my god must be met with swift retribution. (Evil)

d6 Bond

I seek to ensure the growth of my god’s domain and influence.
I am seeking riches for the preservation and improvement of locales sacred to my faith.
I am documenting my travels and someday they will be a source of inspiration to those of my faith.
A sacred relic exists that I hope to acquire someday and I seek information on it whenever possible.
There is nothing I want more than gaining converts to my god.
My companions are dear to me and it is my duty to shepherd them safely through our travels.

d6 Flaw

You consider unbelievers to be beneath you and if forced to work with them, you will avoid fraternizing with them.
I am dedicated to the acquisition of wealth for my god to an obsessive degree.
I will only aid unbelievers if a tithe has been agreed upon prior to rendering assistance.
I am blameless in all things and all success is due to my righteousness.
I trust no one that is an unbeliever.
To be a companion of mine is your privilege and my punishment.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: RPGPundit on August 26, 2014, 02:53:02 PM
Really awesome!

And yes, at some point we'll have to compile these into some kind of PDF, and have them all in alphabetical order.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: jibbajibba on August 27, 2014, 09:32:56 AM
VAGABOND

Skill Proficiencies: Survival, Sense Motive, Search
Tool Proficiencies: Hobo Bundle (see Below)


Equipment: The Hobo Bundle is a bundle of what would appear to many to be junk. It consists of bits of string, sticks, old nails, perhaps the off horseshoe, or scrap of material. Basically anything that the Vagabond can scrounge, scavenge or find along their trip. If at any point the Vagabond needs a piece of equipment for a particular job or task that would require a small tool or item they can make a Wisdom check against their bundle. A success means that they find a suitable scavenged tool for the job. The tool gets a -2 penalty for any checks but is otherwise a suitable replacement.
Advanced option – if you wish you can track the number of uses of the Bundle as “charges”. The base bundle has 20 “charges” and you can regain 1d6 “charges” for each hour spent foraging.
Aside from this the Vagabond starts with no equipment and no funds.

Feature: The Vagabond knows “the rules of the road”. There are 2 uses –
i.   Oh I’ve Heard of this place - This means that they can make a Wisdom check when they come to any that other vagabonds are like to frequent (so yes to a ruin in a forest but no to an underground dungeon) location to learn a useful “fact’ about it. The facts might not always be true, they might just be rumours but they might include the entry tot eh city through the underground sewers, the fact that a troll lives under this bridge etc.
ii.   Waymarks – vagabonds can leave marks made from sticks, mud or chalk that act as a secret language others with the background , or some training, can follow. The range of marks is too large to list but can basically make any 2 word phrase. The marks are usually transitory and last for a couple of days but they could be carved on a rock face or made permanent. It takes 1 action to make a waymark and the action can be concealed with a successful Dex Check.


Personality:
1.   I have been on my own for a while so don’t get on well with people.
2.   I am wildly gregarious talking to anyone I meet and discuss anything with them
3.   I give the appearance of great wisdom through my use of obscure quotes and few words
4.   I am very timid and in fear of other people so prefer to be solitary
5.   I am full of old tales and wild stories and like nothing better than spinning a yarn over a warm fire
6.   I am always angry and full of rage that I have sunk so low, I shout at others and am often surly

Ideal:
1.   Stickler: there is a code to life on the road, always leave enough scavenge for the next traveller, take what you find but not if it belongs to others. Treat others with respect and they will treat you in the same way.  (Lawful)
2.   Freedom: The world is ours to roam, sleep under the stars, make friends where you may what could be better than that (Chaotic)
3.   Anarchy: Everyone is out for themselves so you can’t rely on anyone so look after yourself and do as you wilt (Chaotic)
4.   Abuser: On the road you take what you like and move on. People get in your way just deal with them no need to worry about consequences tomorrow you will be a long way away (Evil)
5.   Littlest Hobo ( :) ): As you travel from place to place on your road help those that cross your path. (Good)
6.   Traveller: don’t get involved, this isn’t your fight just pack up your troubles and move to the next place with a bed and hot food. (Neutral)


Bond:
1.   You are an outlaw fleeing from the law, perhaps the crime was justified, perhaps the charges are spurious or perhaps you are guilty as charged. Bounty hunters may wait at every turn
2.   You are a noble in exile fleeing from the collapse of your house/family/kingdom. Agents of the usurper may follow you still.  You own an item from your past life perhaps a family sword, a signet ring or a even a spell book. The item is finest quality but you keep it hidden or disguised to prevent theft.
3.   You owe a lot of people a lot of money (or perhaps something move valuable still)  and they’ll keep after you ‘til you pay up
4.   You just love the road you find it hard to sleep on a soft bed or with a roof over your head. As a side effect you can get a good night’s sleep just about anywhere outdoors
5.   You are looking for something or someone from your youth that was really critical to you but one day was taken from you or ran away
6.   You have no memory of growing up at all. All you remember is the road. Your amnesia is total aside from unusual dreams that plague you occasionally.

Flaw:
1.   You carry a benign but disfiguring disease. -2 reactions on first meeting you.
2.   All that time on the road has driven you quite mad, select an insanity of your choice.
3.   It’s hard to get by on the road sometimes so a little drink helps and a big drink helps a lot. You are a hopeless addict.
4.   Hard to get a bath on the road sometimes so you kind of gave up about 10 months ago. The smell can be quite overpowering at times, or so you have been told, you rarely notice it yourself these days
5.   You miss the company of people and so when you meet some you always want to maximise your time with them in case they “escape”.
6.   You think your singing voice is amazing and often try your hand at busking. You have found a lot of people have a very narrow musical taste but an extra shoe is always useful.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Gold Roger on August 27, 2014, 11:29:43 AM
Love the Vagabond.

Just two minor quibles. Sense Motive is called insight now and the poor guy should at least have some rags or he'd be forced to start the game in the nude.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on August 27, 2014, 12:29:11 PM
The vagabond also has too many skills. The guideline is two skills + two minor assets (tool proficiencies or languages).

I'd handle the Vagabond with Survival and Perception (homeless are not really known for getting close to people... many are in fact alienated of normal static humans), and would just add an extra language to reflect his travels.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Simlasa on August 27, 2014, 04:02:46 PM
I really like this one: from the Basic Red (http://basicredrpg.blogspot.com/2014/08/5e-background-cake.html) blog.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: jibbajibba on August 27, 2014, 07:43:29 PM
Quote from: Skyrock;783093
The vagabond also has too many skills. The guideline is two skills + two minor assets (tool proficiencies or languages).

I'd handle the Vagabond with Survival and Perception (homeless are not really known for getting close to people... many are in fact alienated of normal static humans), and would just add an extra language to reflect his travels.


Fair enough my thought process was no equipment was a big enough drawback it needed a counter
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: jibbajibba on August 28, 2014, 06:20:23 AM
HEARTBREAKER

Skill Proficiencies: Persuasion, Insight
Tool Proficiencies: Seducers kit


Equipment:
You are skilled with the tools of setting, mood and manipulation. You know the most effective tunes, the most sensual foods and the correct level of ambient lighting to turn that scar from a vile disfigurement to an intriguing conversation starter. If you have had the opportunity to set up the location for any meeting you gain advantage on any social rolls.


Feature:
The Heartbreaker lives for seduction or some would argue the drama that follows an ended love affair. Some seek to dominate, others seek to spread joy, others just can’t help themselves. A Heartbreaker doesn’t necessarily need high charisma there are many men and women irresistible tot eh opposite sex who are neither the most comely or the most charming they just have that thing that drives the opposite sex wild.
A Heartbreakers get advantage on all social roles with the opposite sex where flirtation is deemed an acceptable option. So if the player can role play the interaction with flirtation or seduction they get advantage on the roll. The subject gets disadvantage on any insight rolls directed at you.
However, if the subject is a former lover that has been jilted the Heartbreaker gets disadvantages on all social rolls. Hell hath no fury like a Halfling spawned.  


Personality:
1. The Narcissist: I am just so damn attractive I just need to check myself out in this mirror
2. The Charmer :  Well sure I have a way with words, in true they  fall like honey from my mellifluous tongue
3. The Sybarite: Sure there lots of things we could be doing other than spent time in bed together but um... why let the opportunity go to waste
4.The Seducer:  I just can’t help it, I try to be good but a pretty smile and a well turned calf and I am off after the next conquest
5. The Romantic:  Love is simply the greatest thing and when I saw their face I just fell for them and now I can think of nothing else, perhaps I should compose them a poem or write a ballad
6. The Boaster: Have I told you of the time in Waterdeep when I met these two High Elven Twins...

Ideal:
1. Addict: it’s not that you want to be like this but you just can’t help it.  (Any)
2. Hedonist: Take pleasure where you can and when its available, after all “The grave’s a fine and private place but none I think do there embrace” (Chaotic)
3. Manipulator: Yes the chase is great but in the end its being able to get people to do what you want that really gets you off. (Lawful)
4. Abuser: once people fall for you its shocking what you can get them to do even if they hate themselves for doing it  (Evil)
5. Idealist : So if my your passing you can let a little light into someone’s life show them they are beautiful and deserve the best, deserve to be happy then you have done all you can. (Good)
6. Gigolo: Ah love is all well and good but it’s basically a tool you still need to eat and if someone wants to buy you nice clothes and shower you with gifts well... (Neutral)


Bond:
1. The thing is there was this person and their spouse happens to have a lot more power then you imagined so lets say you left town in a hurry.
2. How could you have known they were so heartbroken by the affair I mean to throw themselves from the tower like that ...
3. Life really is just a backdrop to those we love for you its all about the moment so don’t sweat the big stuff everything will be fine
4. You have an illegitimate child, perhaps you support them on a distant farm perhaps they are long forgotten but they are out there somewhere
5. You are involved in a current relationship with an important local person
6. An orphan you have always sought the closeness of others to fill that missing gap in your life.


Flaw:
1. You picked up some sort of infection in the last port, it’s pretty itchy.
2. You can’t resist a pretty face and will pursue any comely folk you meet
3. You are constantly daydreaming about past or future loves. Any task that takes more than 5 rounds to complete you roll at disadvantage
4. You are obsessed by your appearance, you will spent additional funds on buying the most stylish clothes and twice as long as normal folk to get ready to head out even if your adopted style is medieval grunge you still have to get your hair just the right degree of messed up
5. You get tetchy if your needs haven’t been satisfied for 48 hours  
6. Your poetry is great and you love to quote passages to people. You are currently working on an Epic and take any opportunity to try sections out on people.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: LibraryLass on August 28, 2014, 06:40:12 AM
I'm not sure a Seducer's kit is a thing. I suggest making the tool proficiencies Disguise kit (gotta have good makeup!) and a musical instrument for those moonlight serenades.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: LibraryLass on August 28, 2014, 06:41:54 AM
As I've been informed since my Fey-Touched (which I'll be editing shortly), there should be two tool or language proficencies. I suggest a language or a musical instrument for those moonlit serenades.

Also, some starting equipment.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: tenbones on August 28, 2014, 11:18:46 AM
Quote from: LibraryLass;783356
As I've been informed since my Fey-Touched (which I'll be editing shortly), there should be two tool or language proficencies. I suggest a language or a musical instrument for those moonlit serenades.

Also, some starting equipment.


How about dancing shoes for frolicking in woodland glades? j/k :)
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on August 28, 2014, 04:07:14 PM
Here are some alternative Background features that popped into my head when I wondered how to find an equally valid but less martial replacement for the squire for an Elvish Noble Warlock Lady with the Retainers feature.

Alternative Sage Feature: No better than a Mingol Necromancer with his second-sighted spotted dog
You aren't much of a scholar - you sure have picked up some strange tongues and some pieces of lore, but you lack the ability to dig deeper that many other sages possess. What you possess though is the right mix of knowledge, authority and learned oratory to impress bright but naive young lads and lasses.
You are accompanied by three apprentice who happily dust your scrolls, do your housework and carry out other errands for you, living off their families stipends or from odd jobs rather than to ask for anything more of you than your teaching. They are Commoners who won't do anything risky for you, like entering a dungeon. If mistreated or too badly neglected they may leave you for a better teacher.
One of them will be an Enlightened Apprentice who is a Commoner, but with the Magic Initiate feat (Sorcerer, Warlock or Wizard) which he picked up when he found some actual secrets of power from your words and books. The Enlightened Apprentice will actually be bold (or powerhungry) enough to accompany you in danger. Should he survive long enough to actually gain any class levels he will probably wander off in disappointment with the limits of your knowledge (or to found his own school with servile young students, rather than to bow to you any longer than necessary). When this happens you may gain another Enlightened Apprentice and another commoner to bring the total back to three.

Alternative Hermit/Acolyte Feature: Cast off the shoes! Follow the Gourd!
Maybe the revelation you received up on the mountain was rather insane than insightful. Maybe you are too heretical for the liking of your church hierarchy and its mainstream fellowship to support you.
What you have lost in insight and temporal assistance, though, you make up by attracting few but dedicated disciples.
You are accompanied by three Commoners who survive on begging, preaching your wisdom while making the collection box go round, and maybe the odd tambourine-banging on street corners. They will faithfully carry out menial tasks and favours for you, but won't do anything dangerous like entering a dungeon, and may leave you if mistreated or disillusioned.
One of those disciples will be an Enlighted Disciple who has had an epiphany due to your teachings. He is treated as a Commoner with the Mage Initiate feat (Cleric or Druid), and who will accompany you even in the midst of danger. Should he survive long enough to actually gain any class levels he will probably wander off to found another fringe cult, but you may gain another Enlightened Disciple and another commoner to bring the total back to three.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Gold Roger on August 28, 2014, 06:19:06 PM
Let me start of by saying that all my backgrounds on the first page now boast equipment and the full complement of suggested characteristics, as well as corrected spelling (so much corrected spelling...). I believe this has increased their usefulness somewhat.

So please, give them another look, if just to point and laugh.


Further, I have finished two more backgrounds and I hope you enjoy reading and maybe even using them as much as I enjoyed creating them.

I trust you will find the second to be self explanatory. The first might not be. Going from the previous request in this thread, I thought there may very well be a place for a traumatized background.

However, I went a bit further and made one for those driven insane by the kind of fucked up shit that might happen to ordinary people in a world where fiends, the walking dead, evil gods, wicked cults and eldritch abomination are a reality.


Witness[/U]

Horrible beings and events plague the worlds of D&D and you where hit with the full exposure of one when you where just a child or youth, far from ready to bear it.

Maybe you got possessed by a demon and slaughtered your own kind, maybe some dark cult used you in their horrible rite to some eldritch power. You might be the only survivor from a town razed by a legion of undead or by some magical accident you gazed into alien realms .

Whatever the specific event, you where left broken and insane, but also possessing rare insights no mortal was ever meant to know.

After years you have regained some semblance of sanity and where released from whatever sanctuary you had. Or you're as unhinged as ever, but escaped your asylum. Whatever it may be, other than becoming a manic beggar, adventuring might very well be the only occupation you could fulfill.

Skills: Arcana or Religion, Insight
Languages: two of your choice

Equipment: Set of common clothes, one notebook or wooden sign covered with indecipherable scrawl or proclamations of coming doom, a single goldpiece of unknown origin.

Feature – The Horrors:
Once per long rest, you can decide to confront your fears and recall pieces of your traumatic experience. While doing this will disturb you and those around, you gain a piece of prophetic insight that is at least tangentially useful to current events.
Evidence, no matter how small, of the source of your trauma always triggers this ability.

Suggested Characteristics

Personality Traits

1 – My intense stare is always well focused on something. Something that is not there.
2 – When unoccupied, I draw disturbing but thankfully indiscernible scenes and diagrams.
3 – My idea of introducing myself is telling people that they will die horribly.
4 – I break out in fits of laughter at the most inopportune times
5 – I consider creatures cute or pretty, most would consider quite the opposite, such as worms, centipedes, zombies or hell hounds.
6 – When I don't have a fit of gloom, I am almost supernaturally happy and optimistic.
7 – Though I am well aware of the standards and norms of society. I just do not think they matter.
8 – I never raise my voice and whisper most of the time.

Ideal
1 – Survival. I know what awaits me after death. I must stay alive at any cost.
2 – Ascension. I have seen the worst of horrors, but I also got a glimpse of higher existence. I will discern and walk the path there.
3 – Revelation. The ignorance of others makes them defenseless. I have to show everyone what I saw.
4 – Sacrifice. I am already dead, now all that counts is to make my loss count, so others will not suffer as I did.
5 – Restoration. I just want a normal happy life, but know how broken I am. There must be some way to repair me.
6 – Oblivion. Nothing but utter destruction can end the torture, whether my own, my enemies or that of all existence.

Bond
1 – A kindly soul took me in and nursed me back to a semblance of humanity. I consider them my only family.
2 – Great heroes gave their lives to stop the horrors. I honor their memory whenever I can.
3 – I am irresistibly drawn to the site of my torture and even protect the place.
4 – I believe myself to be responsible for the events and seek nothing less than the forgiveness of those that died.
5 – I constantly seek out lore on the threat that befell me.
6 – I take comfort in a precious possession that signifies happier times to me.

Flaw
1 – To survive, I have sworn servitude to an unholy being, and my debt has yet to be called in.
2 – Only a certain vice can make me forget for a short time, so I indulge at every chance.
3 – My constant bouts of terror and lack of care leave me in deplorable hygienic condition, hurting my health and relation to others.
4 – I was not supposed to survive and the dark forces still aim to finish the job.
5 – A certain person or faction believes I am tainted and seeks to neutralize whatever threat I may pose.
6 – I believe that everyone considers me a freak. I flip out when I belief I am being pitied or stared at.


Graverobber

Congratulations, you have always been the quintessential adventurer, dedicated to taking dead peoples stuff.

Graverobbers come in a multitude of variations. The most petty stalk the slums and battlefields of the world for fresh corpses, rifling the pockets for some change and trinkets before dragging the poor sucker to the next necromancer or alchemist. One step above are those who break into graveyards to dig up the buried and breach mausoleums for fun and profit. Then there's those self styled scholars, who “explore” old necropolises, under the pretense of research. And who could forget the autodidact wannabe necromancer who digs out corpses to practice his arts and the blasphemer who does the whole thing just to spite others.



Skills: religion, stealth
Tools: choose one of thieves tools, vehicle (land) or alchemists tools
Languages: 1 (probably dead) language

Equipment: Dark set of common clothes, shovel, crowbar, curious collection of inscriptions and reliefs in charcoal rubbings, box filled with worthless baubles that couldn't be sold.

Feature – Dead Trail:
No graverobber stays alive long without a good portion of caution. You can identify and correctly interpret evidence of common undead, religious wards and traps and identify them automatically. You only exhibit this presence of mind at any kind of burial site.


Suggested Characteristics

Personality Traits

1 – I think blasphemy is the funniest thing in the world and I like sharing my humor.
2 – My nocturnal work has left me as pale and spooky looking as my “customers”.
3 – I collect holy symbols and give lip service to all gods equally. I think this puts me on the safe side.
4 – I am obsessed with historical trivia and recount it whenever, even though most tell me it is all utter bogus.
5 – I stay unperturbed at breaking graves and disturbing composing bodies, but I am supersticious in everyday activities.
6 – I use measures such as excessive smoking or perfume to hide the stench of death on me.
7 – I am so used to dealing with fences that I haggle in all my interactions.
8 – I am prone to morbid speculation on my own and my friends immediate future.

Ideal
1 – Wealth. Gems, gold and shiny trinkets, I love sound of coins, now everybody sing along.
2 – Equality. I dug up beggars and lords alike and guess what? In death we are all the same. So, no reason for anyone to act high and mighty in life either.
3 – Glory. They reject my scholarly works now, but I will make discoveries that will have scholars around the world singing my praise.
4 – Spite. Call me a looser? A freak? Think I am no good? I will show you no good, I will show you all, bwahahaha!
5 – Pragmatism. Why do what I do? I am good at it. That is the best one can do right? Get some food on the table, a roof that does not leak and always act professional, I say.
6 – Immortality. I have seen dead a plenty and it is not for me. I heard for some, the burial is just the start of eternity and one of these graves holds their secret.

Bond
1 – Hey, I have a lot of respect for the dead. In fact I once robbed my idols grave out of reverence. Still got the skull, tell him all my sorrows and dreams.
2 – I was once caught by an old gravedigger, but instead of squealing on me, he got me some hot chocolate and useful tips. I have been taking care of the old creep ever since.
3 – More than once I tracked down some nice heirloom only for my rival to take my prize. The reverse has happened just as often and the next time we always laugh it up over a beer.
4 – I became a grave robber because I wanted to solve a great mystery of historical significance. I've lost the trail but I have sworn to fulfill my quest.
5 – I came into the possession of a map to a legendary treasure, but I don't know what country it displays.
6 – My mentor up and disappeared. I have to find them, maybe out of honest concern or because they owe me something.

Flaw
1 – My job landed me a prize on my head back home and the bounty hunters could come knocking any day.
2 – The first graves I broke open where those of my own ancestors and I discovered a horrible family secret doing so. The shame lies heavy on me.
3 – My soul is forsaken unless I bring a relict I sold back to the priests.
4 – I once fought and killed a partner in crime in a dispute over the loot and I am pretty sure the greedy buggers body is still shuffling around somewhere.
5 – I am incapable of leaving behind any loot, even at the price of my life.
6 – I am far to good at my job and now some organization that is to unsavory even for me wants to recruit me with progressively greater pressure.




Comments and criticism are very much welcome.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: The Good Assyrian on August 29, 2014, 01:05:43 PM
HEALER

Healers come in many varieties - from the academically trained physician to the villager who helps their neighbors in need with simple folk remedies and attentive care.  All share the bond of working to treat people who are sick and injured.  Very often this places them in positions of great respect in their communities and people travel from far and wide to seek their cures.

Healer Type:
1 - Herbalist
2 - Folk Healer
3 - Physician
4 - Barber
5 - Anatomist/Academic
6 - Witch-Doctor

Skills: Medicine and either Nature or Investigation
Tool Proficiencies: Healer’s Kit and Herbalism Kit

Equipment: Healer’s Kit or Herbalism Kit, a badge or article of clothing that identifies you as a healer, pouch with 20 Gold Pieces.

Feature: The Healer’s Calm

Healers are almost universally seen positively.  They can gain the trust of almost any intelligent creature that is sick or hurt if they present themselves as willing to help.  Even hostile creatures will often let a healer approach them to render aid. This effect is instantly negated if the healer or their companions attacks, acts with hostility, or opening brandishes weapons.

Suggested Characteristics

Personality Traits

1 – You don’t get into this business unless you like people.  I have never met someone I couldn’t relate to in some way.
2 – Do you know how long I studied to become a healer?  You obviously don’t know what you are talking about.
3 – I always prefer complicated explanations and treatments - they work better.
4 – I wear a badge that marks me as a healer a little too proudly.
5 – I keep detailed and methodical notes on my patients and their treatment.
6 – I always ask for any payment for my services up front.
7 – Sometimes you have to break the rules a little sometimes if it is in the name of helping others or advancing knowledge.
8 – I have a collection of preserved body parts.  Do you want to see it?

Ideal
1 – Service. My calling is to help alleviate the suffering of the sick and wounded that fill the world. (Good)
2 – Excitement. People see me when there is a problem, and I love solving problems. (Any)
3 – Control. Death is a implacable foe, but with my skills I can change the world. (Lawful)
4 – Power. The power to heal gives me power over people. (Evil)
5 – Prestige. Healers are held in high regard in all societies and I like the perks that come with the job. (Chaotic)
6 – Knowledge. Imagine what more good can be done if we can only unlock the secrets of healing! (Good)

Bond
1 – I learned the healing arts after someone I loved died and there was nothing I could do to help them.
2 – It is my duty to pass on my skills and knowledge to the next generation of healers.
3 – There is a particular plague that has struck my people - my life’s work is to find a cure.
4 – My fame as a healer is such that I am inundated with those seeking my help - sometimes more patients than I know what to do with.
5 – I will never refuse to aid those in need - even my sworn enemies.
6 – There are many charlatans who call themselves healers but are dangerous quacks.  They must be exposed and stopped from hurting anyone else.

Flaw
1 – I care so much about the people who come to me that when I can’t help it is a devastating blow.
2 – I treat my patients as problems to be solved rather than real people.
3 – I have a habit of self medicating with tinctures of my own creation.
4 – I treated a high ranking person who died - their kin blamed me and have sworn vengeance.
5 – I see sickness everywhere whether real or imagined, even in myself.
6 – I am not above charging the desperate a little extra for my help if it looks like they can afford it.

-TGA

Edit:  I realized that there is already a Healer's Kit...doh!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Will on August 30, 2014, 10:34:52 AM
Clever idea:
Backgrounds that are specific to religions or gods.
(In my 20+ year old fantasy setting, there are 4-5 different religions, including animism and ancestor worship)

Working on animist acolyte...
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Will on August 30, 2014, 11:59:45 AM
Animist Acolyte

You have been brought up in an animist tradition, and have learned the ways of the spirits. Your practices are heavily influenced by local culture and connected to your family. While druids and clerics may be animist acolytes, it is by no means necessary – animist hunters honor the spirits of their prey, understanding their place in the natural world.

  Your place of origin, race, and culture will have a big impact on the trappings of your belief. Otterfolk, who are almost all animist, have an easy-going kinship with the spirits, while Dun Uidoc druids have an elaborate body of rituals and traditions.

Skill Proficiencies: Nature
Languages: Sylvan, one Elemental language
Equipment: A holy symbol or druidic focus, a bag of 15 gold, and one of the following: Leatherworker’s tools, Weaver’s tools, Woodcarver’s tools, Herbalism kit, or fishing tackle. If applicable, you have proficiency in the item selected.

Definition: Natural Spirit
For the purposes of animists, ‘natural spirit’ is considered any intelligent animal, animate plant, fey, or elemental that dwells naturally in the world rather than summoned or otherwise brought from elsewhere.

Feature: Honor of the Spirits
As a faithful acolyte of the spirits, you have respect amongst others of your faith. Animists rarely have organized temples where you can be hosted, but you can expect a night of free room and board in any village where animism is openly followed.
In addition, natural spirits will treat you with some respect, depending on their demeanor – a pixie might be helpful, while a red cap might give you a chance to offer them a deal before trying to find out what your spleen looks like.

Feature: Commune with Nature
If confronted by a natural spirit, you can attempt to force the point – treat this as a turn undead attempt. If successful, you have made a great display of respect and tradition, and the target is inclined to avoid attacking the group, or to leave combat if it has begun.
Communing only gives you an opening. An intelligent spirit will give you a chance to talk, which should at least buy some time. A friendly spirit will be distinctly more helpful. Keep in mind that shared language limits how much a spirit will understand and help.
If ‘turn undead’ would destroy creatures of a given CR, then, instead, the spirit is either definitely helpful or flees.
If you do not have the Channel Divinity class feature, you gain one Channel Divinity, only usable for Commune with Nature.

Suggested Characteristics
Animists are members of long, typically informal traditions. Many are part of druidic traditions, but all are steeped in a deep reverence of nature. When an animist hunter kills an animal, they utter a prayer of thanks to the spirit of the animal that have provided them with sustenance. Animists are often persecuted by more organized religions and seen as lesser or barbaric practitioners.

d8 Personality Trait
1 - I have a deep love and admiration for nature; people and cities, not so much.
2 - The spirits have taught me to be understanding and tolerant of all creatures.
3 - The natural world is red in fang and claw, and so am I.
4 - There is great strength in tradition, and I derive much comfort from it.
5 - My people are honored of the spirits, and I honor them.
6 - Mortal life is an illusion, and I have no fear of death.
7 - Facing oppression for my beliefs, I’ve learned to be careful about expressing myself.
8 - I’ve suffered a great deal for my faith, and I will not be silenced.

d6 Ideal
1 - Tradition. I will honor the ways of my ancestors. (Lawful)
2 - Mercy. All spirits, all things, are worthy of respect and treated kindly. (Good)
3 - Balance. Find balance before nature does it for you. (Neutral)
4 - Wild. Nature abhors a wall. (Chaotic)
5 - Savage. Be like the predator – sudden, overwhelming, deadly. (Evil)
6 - Defender. I will always honor my people and protect them. (Any)

d6 Bond
1 - My tribe is my life.
2 - The land must be protected.
3 - I saw a spirit once, when I was little. Every time I see a spirit, it takes me back.
4 - My people were torn apart, and I will find those responsible.
5 - There is nothing more exciting than looking over the next hill.
6 - A spirit gave me a gift, and I must honor and protect it always.

d6 Flaw
1 - I am deeply mistrustful of other faiths.
2 - I am a bit flighty and prone to distraction.
3 - I find it hard to take worldy matters seriously.
4 - I am in awe of natural spirits and am afraid to act against them.
5 - I am too trusting.
6 - The spirits often show up, uninvited, with requests.

Attribution
If you use this in a published work, I'd appreciate a credit:
William Timmins
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on August 30, 2014, 12:40:46 PM
The Animist Acolyte is one skill short. I'd add Religion.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Gold Roger on August 30, 2014, 12:42:54 PM
Do I gather correctly that your animist sacrifices a skill for a feature with mechanical benefit?

That might be a way to do such features, as I am usually not a fan of background features that aren't automatic/DM dependant exploration/social benefits.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Will on August 30, 2014, 12:50:23 PM
Yeah, I dropped a skill to make up for the extra half class feature, essentially.

'Commune with Spirit' covers a lot of different potential targets, and while 'hey, listen to me!' isn't the most powerful of abilities... it's at least on par with a skill proficiency.

I'm actually thinking the ''destroyed' enemies instead be helpful or flee' might be too much.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Gold Roger on August 30, 2014, 03:50:35 PM
Blame this one on me planing a mostly urban campaign and watching to much boardwalk empire.

Boss

From the time of your youth, you have worked to carve your own little realm from lawless space. The quintessential Boss lords over a small neighborhood in the poorest part of town, where the guard won't dare set foot. Others lead a band of merry outlaws who control a stretch of wilderness and maybe even a small village. Some have even been granted official authority, as the sheriff of a frontier town, commander of a small military camp or major of a small trade post.

While often brutal and attached to their turf, bosses are also exceptional individuals, with a strong drive and their own sense of decency. A boss that sees his position secured and chosen area under control is rarely content to sit back and enjoy the spoils. Most strike out to expand their influence and seek new challenges, bursting with confidence and always hungry for more.

Skills: intimidation, athletics
Tools: vehicle (land), 1 gaming set

Equipment: One set of slightly damage fine clothing, with 10 gp sewn in, one heavy gold chain, loose collection of simple and illegal contracts, crowbar or whip, finely decorated knife that belongs to someone dead, pouch with another 10gp.


Feature – King of the Hill:
You rule over a small area of turf, such as a neighborhood, small settlement or a stretch of wilderness with a hidden camp.
The people of your turf are poor, but you and your friends can live of their work (and petty crime) at a comfortable as long as you stay in the territory.
The people of your turf obey your orders, but will not leave the territory. They are needed to keep your control and prevent the poverty from escalating.
No person from your turf will report any crime you commit. If someone else commits a crime on your turf, it will be reported to you, but not to any other authority.
Regular law enforcement won't enter your turf. If you are wanted for a crime, no one will come for at your turf if it is a minor offense and only independent agents, such as adventurers and bounty hunters, will come for you when you commit serious crimes.
However, if you go overboard, committing mass murder in a good part of town, for example, there will be a raid with overwhelming force and you loose the use of this feature for at least one week and possibly even permanently.

Suggested Characteristics

Personality Traits

1 – I and my followers proudly wear the colors of my gang.
2 – I leave a mark of my presence on every place I visit.
3 – I belittle and bully the weak, but treat those that stand up to me with respect.
4 – I am obsessed with tasteless and showy accessories.
5 – I am very loud and trust me, you don't want me to lower my voice.
6 – I want to be seen as one of the upper class, even though I clearly do not fit in.
7 – The slang terms I use don't make sense to anyone not from my immediate area.
8 – To stay sharp, I avoid indulging myself.

Ideal
1 – Terror. Only fear can impose order and I intend to bring order wherever I go.
2 – Redistribution. I take from the rich and give to the poor.
3 – Home. I took control to improve the lot of those around me. The well being of my people is most important.
4 – Loyalty. I do not give my word and friendship easily, but when I do, it is for life.
5 – Audacity. The only thing stopping one from doing anything is lack of courage.
6 – Anarchy. All order and society is a sham. The only law is that the strong rule the weak and I aim to be the strongest.

Bond
1 – Children, the sick and the elderly have nothing to fear from me.
2 – There is only one person on my turf that dares to oppose me. That is why I am in love with them.
3 – Nobody tells me what to do, except for my mum.
4 – I always heap abuse on my most loyal henchman, but I would be heartbroken if something happened to them.
5 – The source of my illegal income depends on an informant or supplier on the outside. I take great care to keep good relations.
6 – This was once a peaceful and prosperous place. I cling to memories of those glory days and dream of their return.

Flaw
1 – My operation exists at the mercy of a bigger criminal organization.
2 – My greatest secret is that I betrayed the previous boss to get my position.
3 – I am in charge because everyone believes I did something very awesome or terrifying. Only I know that it was all a coincidence.
4 – I am paranoid that someone might betray and topple me.
5 – I really can't take a joke at my expense.
6 – I and mine are involved in a ongoing feud with a similar group that could erupt in bloody war at any time.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: valis on August 31, 2014, 06:19:05 PM
Quote from: LibraryLass;780283
Courtney Camp's been doing a whole series of them! (http://hackslashmaster.blogspot.com/search/label/Backgrounds)

And here they are in .pdf and print collected.

Hack & Slash Compendium I (http://hackslashmaster.blogspot.com/2014/08/on-hack-slash-compendium-volume-i.html)

Free, of course.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Kaiu Keiichi on September 02, 2014, 08:59:47 AM
I will be promoting this over my G+ feed. Excellent work. Will try to come up with a few myself.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Omega on September 10, 2014, 05:30:21 AM
A bemusing one spotted from EnWorld.

Quote
You... are you. No. Really. You are yourself, or someone who lived in the real world... To put simply, you're pretty much going through what some kids went through when they took that roller coaster ride so long ago, or perhaps you got here by playing Vexations on the piano.


http://www.enworld.org/forum/5ebackgrounds/showentry.php?e=23&catid=1 (http://www.enworld.org/forum/5ebackgrounds/showentry.php?e=23&catid=1)
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: RPGPundit on September 12, 2014, 02:14:14 AM
Ongoing excellent stuff here.  Please keep promoting this, guys, so that we keep building on what we've got!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: RPGPundit on September 24, 2014, 12:21:14 AM
I'm stickying this now, because I don't want it to get lost.

I hope people will keep posting their 5e Backgrounds, and we can end up making a PDF out of this or something!
Title: Next time around, let's do a wiki or form?
Post by: thomax on October 07, 2014, 05:13:08 AM
This collection of backgrounds is truly an excellent initiative. But why do it in a billboard-style thread? It would be so much more useful if we were editing a wiki or filling in a form, thus making the content more easy to search and read. As is now, somebody needs to collect all the content and compile it into something usable. Not exactly 2014?
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: LibraryLass on October 07, 2014, 06:31:34 PM
Quote from: thomax;790683
This collection of backgrounds is truly an excellent initiative. But why do it in a billboard-style thread? It would be so much more useful if we were editing a wiki or filling in a form, thus making the content more easy to search and read. As is now, somebody needs to collect all the content and compile it into something usable. Not exactly 2014?


It's forthcoming.
Title: Shaman
Post by: Revv on October 09, 2014, 05:00:03 PM
I just went with the name Shaman as it fit my campaign/concept.  However, it could easily be renamed as something similar (Witch Doctor, Medicine Man/Woman, etc).

Shaman
You have spent your life in service of an elder shaman (typically a parent, although a tribe elder may have taken you on as an attendant/disciple).  You have learned the sacred rites of your tribe or clan and assisted with common shamanistic services to those in need.  You do not necessarily have any of the powers of a shaman elder (druid, witch, etc), but you are competent in the basic rituals and common healing techniques typically expected of shamans.

You may have left your tribe/clan for any number of reasons.  You might have learned as much as you could as an attendant/disciple and have been sent on a quest/journey to gain more knowledge, experience, and/or power.  Maybe you have been sent to wander amongst other tribes lacking shamans to offer your services.  It’s possible you had to leave your tribe under less desirable circumstances (exile, tribe wiped out, etc).  Regardless of the reason for adventuring away from your tribe, you take with you the skills passed onto you and hope they can aid others, or just yourself, along the way.

Skill Proficiencies:  Medicine, Religion
Tool Proficiencies:  Herbalism kit
Languages:  One of your choice
Equipment:  A trinket (from Trinkets table in chapter 5) given by your elder shaman to use with rituals, a healer’s kit, a set of common clothes, an herbalism kit, and a belt pouch containing 5 gp

Feature:  Retainers
You have the service of three retainers loyal to your tribe (or at the very least, your family if you left under less credible circumstances).  These retainers are typically attendants/assistants that worked alongside you with the elder shaman, but do not have any spell-casting ability.  They can perform common/mundane tasks for you, but will not fight for you, nor follow you into obviously dangerous areas (such as dungeons).  When you travel without the protection of a guarded caravan, they typically wait for the next caravan and meet you at your destination.  When you go exploring (no distinct destination) or to a dangerous area, they often wait at the last known location until you return or send a message of your new location.  They will leave (return home or find nearby relatives) if they are frequently endangered or abused.

Suggested Characteristics
Shamans are not known to be the most civilized of healers, but their skills with herbs and remedies are rarely questioned and often sought out when more practical means are not available (or affordable).  Most shamans can have strong bonds with a tribe or clan and prefer to remain amongst them.  However, many can be found roaming the land in seek of a new tribe, searching ways to become greater shamans, or even looking to be closer to civilization and set up shop just outside of a town/city.  Ideals and bonds typically shape their life, but their personality and flaws often influence their decision to make changes to that lifestyle.

d8   Personality Trait
1 - I idolize my elder shaman, doing everything I can to prove their mentorship was not in vain.
2 - I’m driven by a desire to wander the lands, ever seeking ways to be more powerful.
3 - I have these skills to help the afflicted, regardless of friend or stranger.
4 - I have no concerns for niceties nor social etiquettes - either others need my help or they don’t.
5 - I prefer to find ways to make a profit with my skills whenever possible.
6 - I do not care about money or material things, favors are my preferred method of payment.
7 - There are signs all around that try to guide us in the choices we make.
8 - My own tribe turned their back on me.  I expect everyone else to do the same one day.


d6   Ideal
1 - Tradition.  The rituals and laws of my tribe must be preserved even when away from home. (Lawful)
2 - Charity.  If there is someone in need, I will help with no expectation of payment. (Good)
3 - Destiny.  I go where the signs say I am needed most. (Chaotic)
4 - Power.  I will grow in power regardless of the cost. (Evil)
5 - Faith.  I am here to serve the spirits and the universe, whether for better or for worse. (Neutral)
6 - Self-Improvement.  The better I become, the more I can do for others. (Any)


d6   Bond
1 - Everything I do is for the betterment of my tribe/clan.
2 - I live only to serve as my elder wishes.
3 - My skills exist so that I may help those closest to me.
4 - I will become worthy enough to take over for my elder when the time comes.
5 - I owe my life to the spirits that have guided me every step of the way.
6 - I will make sure those responsible for the ruin of my tribe will be removed from power one day.

d6   Flaw
1 - I hold grudges until favors are repaid.
2 - I have very little trust in those that live in cities and towns.
3 - I am not particularly concerned with how I become more powerful.
4 - I don’t actually believe what I instruct others on.
5 - I let the spirits/signs/universe take priority over the reality in front of me.
6 - I expect everyone to try and take advantage of my kindness.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: LibraryLass on October 09, 2014, 05:49:15 PM
Nice one. The feature seems a little odd though, I tend to think of a shaman as standing apart from their people a bit more than that... Something like the Hermit's secret might be better.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Polymorph on October 12, 2014, 09:28:33 AM
Enforcer

You worked, or still work, in the field of enforcing rules - either the laws of society or the secret codes of behavior of an organization. Bounty hunters, city guards, inquisitors, thief-takers, vigilantes, leg-breakers... any of them might belong to this background. Their skills and motivations are strikingly similar, and the most cynical of them often note that legal codes are little more than a dividing line between teams. Discerning infractions requires more careful thought and evidence collection than most realize. If the enforcer is sufficiently feared, there are a lot fewer infractions in the first place.

When you choose this background, work with your DM to establish who your employer was and what kinds of "cases" you handled. Which set of laws concerned you, and which side of those laws did you come down on?

    Skill Proficiencies: Investigation, Intimidation
    Tool Proficiencies: One type of gaming set, vehicles (land)
    Equipment: Club, a badge or token of office, a broadsheet or contract with a bounty for a target, gaming set, hooded lantern, manacles, traveler's clothes, 5 gp for bribe

Employer
Someone hired you as an enforcer. If you still work for them, maybe they're a continuing source of adventure hooks. Or did you burn bridges escaping your employer's service?

d6    Employer
1    Bounty Hunter's Guild (bounty hunter)
2    Church (inquisitor)
3    Craft Guild (thief-taker or caravan guard)
4    Local Baron or Count (palace guard)
5    Sheriff (constabulary)
6    Thieves' Guild or Criminal Family (leg-breaker)

Feature: Legal System (or "Legal" System)
You have knowledge and contacts in a legal system - not necessarily the same as one that you previously served. For example, a criminal who turned Crown's Evidence might have contacts among the city guard. You have an easier time getting that legal system to hold prisoners for a few days for later questioning, possibly bending regulations to do so. It may be necessary to put some effort into maintaining these relationships, of course. Open violations of the rules of that organization may sour your connections as well, though your knowledge of the system is unchanged.

d8    Personality Trait

1    You can never plan for too many contingencies.
2    Once I'm on a case, I can't think of anything else until it's resolved.
3    I like to sound clever, so I use a lot of big words... incorrectly, as often as not.
4    My manners are abrasive enough that I do not make many friends.
5    I love to quote legal principles in conversation.
6    My first resort in conflict is browbeating my opponents with threats of legal retribution.
7    I am stoic in the face of every kind of hardship.
8    Gallows humor? Bit redundant, wouldn't you say?

d6    Ideal
1    Hidebound. If you can't adhere to our laws and traditions, you must suffer the consequences. (Lawful)
2    "Efficient." There's a point, far out there when the structures fail you, and the rules aren't weapons anymore, they're shackles letting the bad guy get ahead. (Chaotic)
3    Mercy. Mercy and severity are a sacred balance. (Good)
4    Power. When all you have is the law, everyone looks like a criminal. Everyone is guilty of something.(Evil)
5    Justice. The rules apply equally to all, from the highest to the lowest. (Lawful)
6    Loyalty. With my help, the people I serve will rise above all other competitors. (Any)

d6    Bond
1    I carry a tome of laws and precedents to remind me of my duty.
2    Need for an intellectual challenge draws me on.
3    A criminal escaped me once, and I have hunted that one across the years.
4    The law - and I - exist to protect the weak from the strong.
5    I do terrible things so that others do not have to.
6    I accused a powerful person of a crime, and I've been dodging assassins ever since.

d6    Flaw
1    I obey any legitimate authority, even when they might be wrong.
2    When I don't have a puzzle to occupy my thoughts, my boredom turns dangerous.
3    I took the expedient path, and now I'm constantly trying to cover it up... but the web of lies is fragile.
4    I've seen the worst that my city or my race has to offer - only the bottle keeps the demons at bay.
5    Damsels, gentlemen, or other romantic interests in distress cloud my judgment.
6    I never forgive, nor forget.

Credit goes to Brandes Stoddard (http://harbinger-of-doom.blogspot.co.at/2014/08/d-5th-edition-enforcer-background.html)

I registered just to to do my part. :cool:
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Revv on October 13, 2014, 08:05:06 PM
Quote from: LibraryLass;791139
Nice one. The feature seems a little odd though, I tend to think of a shaman as standing apart from their people a bit more than that... Something like the Hermit's secret might be better.


Yeah, I chose that particular feature specific for the campaign we're playing.  I pictured shamans in this tribe always having those "helpers" chanting/dancing as part of performing their rituals (plus, this specific shaman story-wise was son of tribe chief, so leaned toward a tribal version of noble retainers).

But as always, backgrounds are flexible/customizable to fit the campaign/character.  So I can definitely see a more hermit-like shaman/witch doctor/etc being more common.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Will on October 14, 2014, 12:31:45 PM
Apparently I never got around to posting this... so:

Background: Acolyte of the Ancestors
You have been brought up to revere your ancestors, and have learned the rites to honor them. Your practices are heavily influenced by local culture and connected to your family. While clerics may be animist acolytes, it is by no means necessary – warriors and craftsmen alike look to bring honor to their family and appease their ancestors.
  Your place of origin, race, and culture will have a big impact on the trappings of your belief. Many cultures blend ancestor worship with other faiths.

Skill Proficiencies: Religion
Languages: One of your choice
Equipment: A holy symbol, a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp.

Definition: Ancestral Spirit
Ancestral spirits are special forms of undead that are not necessarily evil. They arise when slumbering spirits are disturbed by some event or action.

Feature: Dutiful Descendant
It is your duty to serve your ancestors, and keep them content. You have great prestige among your people, and can expect generosity from other followers of the ancestors. While traditions vary, you can perform helpful rites to maintain altars and temples to various ancestors.

Feature: Intercessor
Intelligent ancestor spirits will afford you respect, and may seek you out to make demands. You can also perform rituals to call on ancestral spirits and communicate with them. This only works if the ancestral spirit has been roused, for some reason, and is somewhere in the area.
If you have the Channel Divinity class feature, you may Call to Slumber. This functions only on ancestral spirits, and placates them. Treat this like Turn Undead. However, success causes ancestral spirits return to their graves or altars and resume their eternal slumber.
If an ancestral spirit would be destroyed, you can decide whether it immediately falls, inert, or unwaveringly returns to its resting place. Note that even ‘destroyed’ ancestral spirits can be roused again, later.
If you do not have Channel Divinity, you get one use, only usable for Call to Slumber.
When casting animate dead you can, instead, call on the ancestors. The targets must either have been interred as honored ancestors, or if you know who the targets are and their history. You then charge the ancestors with some task of interest to them, generally protecting the area or attacking some invading force. You do not, however, control these undead. For the duration of the spell, they seek to perform their task and return to rest. Hopefully.
This form of animation is not considered evil, and the dead summoned are not innately evil (though can still be turned and affected by regular anti-undead effects).

Suggested Characteristics
The followers of ancestors have a sense of long tradition, watched over by the rows of the dead. Sometimes stern and unforgiving, the ancestors are deeply committed to the safety and continuation of their descendants.

d8 Personality Trait
1   Live a life they will tell stories about.
2   The dead really know how to party! Woo!
3   I’ve argued with three generations of my ancestors, this is nothing.
4   Break bread with new friends, and honor them.
5   The places of the dead must never be desecrated.
6   Home is so very far away.
7   Nothing I do is good enough for the voices. So many voices.
8   You are watched and judged by all who came before.

d6 Ideal
1   Tradition. Perform the rites and honor the ancestors. (Lawful)
2   Obligation. I must do everything I can to fulfill my duties. (Lawful)
3   Uncaring. Everyone is a future dead person. (Evil)
4   Charity. Life is short, share with those who suffer. (Good)
5   Live and Let Live. Everyone has ancestors. (Neutral)
6   Example. Make the ancestors proud of who and what you are. (Any)


d6 Bond
1   My family means everything.
2   Clean the altar, replace the candles. Venerate the dead, always.
3   The hall of ancestors has many children; keep their number from growing.
4   The unwilling dead are victims; lay them to rest and honor them.
5   A relic of my ancestors was lost, and I must return it.
6   I celebrate my ancestors. Stress on the celebrate part.

d6 Flaw
1   If you aren’t kin, I frankly don’t care.
2   I am desperate to bring honor to my ancestors. Their eyes are on me. In the darkness.
3   Nothing I do is good enough.
4   I am uncompromising.
5   I am the best, and I will tell everyone! EVERYONE!
6   Dishonor my family, and I will water the ground with you.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: ShadowWhisper on October 21, 2014, 04:36:09 PM
Quote from: Broken-Serenity;780529
Anyone got a background that could be used with barbarian as a way of running a war vet/last survivor who suffers ptsd(possibly tied to certain environments or situations) as a reason for his rage? or should i just roleplay it out instead?


Before 5e came out, we were playing Pathfinder and converted to 5e once we got the stuff for it.  My Pathfinder character was (and still is...she still lives!) a barbarian who has been through some stuff...enough to give her some rabid PTSD like you are describing.

Her PTSD has, granted, been brought on more through roleplay than generic backgrounds, but here's how I worked her up for 5e:

Barbarians are tribals to begin with - uncivilized, so I borrowed from backgrounds like Nomad, etc.,  They are also warriors by nature, so, like others in this thread have mentioned, the Soldier background came in handy as well.

One trick for doing the PTSD tie-in is to look at things in the character's backstory which would 'trigger' the PTSD/rages and work from there.  

Like mine had an instance where she was running (literally) at encumbrance max, carrying nearly the whole party on her back, under her arms, in a bag of holding, etc., from a Kobold lair, getting her right foot chewed off right at the finish line.  The lair was underground, they used burning oil and guerrilla tactics - we never actually got to kill one.

Another instance had the party dashing through a cave under a temple and baaaaarely making it to a portal before it all collapsed and buried half of the party in rubble, etc.,

Looking at these two events in particular, the DM and I identified four PTSD triggers - kobolds, fire, portals, and confined spaces.

For the Kobolds, we listed these as 'UN-Favored enemies" and assigned a percentile die to seeing if she would enter into a rage involuntarily around them, the percentage scale increasing with the number of Kobolds around her.  Alignment didn't matter.  When in the involuntary rage, any rolls like perception, etc., that would require even 'battlefield' focus are done at an extreme disadvantage (adding more than the single disadvantage die depending on the situation, taking the lowest of all of them).  This involuntary rage isn't time-limited, but situation-limited.

Fire is treated in kind of the same way, anything more than a few torches have the chance to trigger.  Think Frankenstein's monster.

Portals is just a roleplay thing...fear of the unknown destination.

The big one, though, is claustrophobia.  She's fine in a tavern with the windows open where she can see outside, but put her in a dungeon or windowless room and you better pack a shield just in case she wants to show you that 'friendly fire' is far from friendly.  For this part of her background, she was given the "getmethehellouttahere" talent, where strength increased by five while wisdom and intelligence decreased by the same and the involuntary rage scale was used again, with the percentage increasing by distance from the entrance, time in the space, and (most importantly) size of the space.  Again this is situational, not time limited.

And there you go - a barbarian with PTSD.  Normal rages still apply - barbarians are an often angry people - but these PTSD rages could help add to the character/party flavor.  Your DM might even allow for XP bonuses or something for emerging unscathed.

Granted, my example is for an existing character, but you could do the same with a new character, looking at the existing backgrounds and cherry-picking (like I mentioned earlier) and then writing up your character's basic backstory based off of those and determining the triggers needed for your 'PTSD package'.

All of which, undoubtedly, needs DM approval of course, but if your DM is like mine, he/she will relish the thought of having such a 'damaged' psyche to torment, adding challenge to otherwise 'mundane' encounters and explorations.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on November 10, 2014, 08:23:37 AM
Over at the Fraternity of Shadows are some Ravenloft-specific backgrounds. (http://www.fraternityofshadows.com/forum/viewtopic.php?p=194888#p194888)
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on November 11, 2014, 07:45:27 PM
Two more backgrounds, primarily with Ravenloft as the campaign setting in mind, but they may be useful elsewhere:

EXECUTIONER
You had been tasked with the duty of carrying out death sentences, corporal punishments and possibly also torture. The methods may depend on your home area and its customs - whether axe, sword, noose, pyre or guillotine - but it is a dirty work that doesn't make you popular.
While the cliché is that of the hulking headsman with the great axe (and a cliché with some truth to it), the dingy reputation and the easy access to objectionable items like hands of murderers or mandragora have led to the birth of more than one rogue, arcane trickster or warlock coming from this background.

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Poisoner's kit
Languages: any language of your choice

Equipment: hempen rope (50') already knotted to a noose, a sharpened 10' pole (to display heads on), a sack (chopped-off head optional), common clothes including a black hood and a butcher's frock, the farewell letter of an infamous criminal (or wrongly accused convict) and a belt pouch containing 8gp

Background Feature: Scharfrichter's Stare
Both commoners and criminals are afraid of your reputation. Neither will report if you overstep the legal lines a bit (such as by not paying your food, or bruising a captive), and both kinds will be more likely to spill the beans just to get rid of you (or in the case of criminals, to keep you from scraping the beans out of them with a red-hot hook).
Those who have some standing in the community will not be so easily impressed by some dingy executioner, but maybe their servants will speak freely to you if you block their way in the right dark alley...

Personality:
1. When going gets weird and bloody, I remain calm and stoic.
2. I like to act tough and hardboiled when I feel that I've got the advantage, or that I need to secure it.
3. I do a lot of bad puns and quips in the face of death and the macabre.
4. I'm not a person of many words - I get by with a nod, a headshake or a single word as often as possible.
5. I am deferential to authority more than rulings - those chosen through merit, tradition, or birth understand the intent of the law even if the letter must be bent a bit.
6. Once a bad seed, always a bad seed - I am harshly judgmental of those who have erred even once.

Ideal:
1. Justice: Right or wrong, the law. (Lawful)
2. Redemption: No matter how wicked, anyone must be given a chance to repent before meeting their creator. (Good)
3. Community: My community cannot hold unless its people are kept safe from threats in their midst (Any)
4. Pragmatism: When some petty law get into the way of my job, it should wait out of sight in the antechamber while I take care of what needs to be done. (Chaotic)
5. Power: Life, Death, Dignity - I crave the moments when they step up the wooden stairs and all these things are at my fingertips. (Evil)
6. Truth: Before any justice can be meted out, it is important to draw out the truth no matter how. (Lawful)

Bond:
1. I've been forced to put my one true love to the sword, and have been grieving for her ever since.
2. There is this one criminal who could jailbreak before meeting his conviction. I will find him and give him what is his due.
3. No one is above the law - no one but this smug rascal who could get off scotsfree with that letter of the Cardinal. I will find her and make sure there is no loophole this time.
4. I have put a man to the sword only to learn later that he has been innocent. I will make up to his family best as I can.
5. I've led some very vile scum to the gallows, despite their powerful friends. Now I am on the run from them and their assassins.
6. While making my rounds in the dungeons, I have run into a man in an iron mask who doesn't appear on any records. I will need to find out his secret, and bust him out if he is innocent.

Flaw:
1. I have taken a significant bribe, and a certain crimelord knows it and can prove it.
2. I obey any legitimate authority, even when they might be wrong.
3. The bottle is the only thing that keeps the spectres of my former victims at bay.
4. I have sold hands of murderers and similar items of my handiwork to evil magic-users, or possibly even the darker powers behind them.
5. I display my gallows humour even to the point where it makes others uncomfortable - and beyond.
6. I take a memento of everyone I execute, and display it proudly.

MORTICIAN
You could have been a simple laborer for a local priest in some backwater village in Barovia, or you could be an undertaker running his own business in a city in a more developed domain. No matter where you exactly come from, your business boils down to putting the death beneath the earth.
The labour of an undertaker becomes the background of many a class, whether a hardy fighter, a cleric of death or an arcane warlock dealing with the forces that seek out the dead. For some strange reason, there are quite a few rangers with vulture companions among morticians.

Skill Proficiencies: Intimidation, Religion
Tool Proficiencies: land vehicles, carpenter's tools

Equipment: a hearse (as cart) and a black mule, a shovel or spade (stats as a club), fine clothes including a black top hat, carpenter's tools, a roll of measuring tape, a holy symbol (or 5 wreaths of garlic), raw material for three coffins and a pouch of extracted gold teeth worth 5gp

Feature: Rest for the Wicked
Whether through academic study or sheer experience, you know enough about bodies to do basic examination to automatically find out how long they have been dead and the cause of their death.
You also know the traditional banes of the undead that need to be added at their burial to keep them from rising. Any knowledge of the undead beyond that is beyond you, unless you have the necessary skills.
In addition, you can make bodies presentable and preserve them, even without access to disguise kits/herbalism kits or proficiency in either.

Personality:
1. I am full of tales of funny deaths, people buried alive and similarly macabre anecdotes of my work that make others feel queasy.
2. I speak in few words and move quietly.
3. Whenever anyone announces very brave or very foolhardy plans that make them likely to become my next customer, I bust out my tape and get their measurements to work on my next coffin.
4. In the midst of blood, gore and similar reminders of mortality, I like to bust out my picnic cloth, have a meal and offer a bite to anyone else.
5. I am full of ghoulish glee and gallows humour even and especially in the face of doom and gloom.
6. I am horribly, horribly awkward in social situations.

Ideal:
1. Relief: My primary duty is to give the due rest to the death, and to alleviate the pain on those who have survived them. (Good)
2. Wealth: Whenever there are the dead to bury - and advantage to be taken of them - I will be there. (Evil)
3. Faith: I give the dead and the living what is due to them by the will of the divine powers. (Lawful)
4. Equality:  I have buried beggars and lords alike and guess what? In death we are all the same. So, no reason for anyone to act high and mighty in life either. (Chaotic)
5. Hedonism: Seeing untimely dead all day leaves you with nothing but the desire to make the best of any day left to you. (Any)
6. Tradition: The ancient traditions about life, death and everything inbetween must be preserved and upheld. (Lawful)

Bond:
1. One of my former customers has become a restless undead due to my insufficient precautions. I will need to track him down and grant him his much-desired rest.
2. I owe my life to the priest who took me for an undertaker when my parents died.
3. I will do anything to protect the church where I served.
4. I have sold hands of murderers and similar items of my handiwork to evil magic-users, or possibly even the darker powers behind them.
5. A corrupt noble once forced me to dress up the body of the victim of his crime such that the crime wouldn't be obvious. He may have gotten away with it, but I have not forgotten.
6. I've met the love of my life only when she was already dead and to be buried. The locket of her picture goes with me everywhere I go.

Flaw:
1. I need the bottle every evening to cope with my job.
2. I am terribly insensitive towards the feelings of others.
3. Having seen mortality every day, any promise of immortality - no matter how phony - will draw me in no matter what.
4. I am terribly superstitious.
5. I'm a pale, nocturnal creature that makes others around them uneasy.
6. I suffer from necrophilic urges, and try to keep them at bay.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on November 28, 2014, 10:03:47 AM
Cool news: This thread is now hit #2 on Google for the search "backgrounds d&d 5". (Hit #1 is an actual excerpt from the D&D Next playtest.)

Let's keep them rolling in!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: zeek0 on November 29, 2014, 04:54:10 PM
Background: Shaman [Medicine Man, Witchdoctor]
You live your life as a mediator, diviner, storyteller, healer, and psychopomp. Among your people you serve as a carrier of traditions and conduit of archaic wisdom.

Skill Proficiencies: Medicine, Survival
Weapon Proficiency: Blowgun
Tool Proficiencies: Herbalism Kit, Poisoner’s Kit,
Equipment: Antitoxin (vial), Herbalism kit,  Poisoner's kit, rustic clothing, natural ritualistic items, and a belt pouch containing 5 gp

Feature: Commune with Spirits
If confronted by a natural spirit, you can attempt to force the situation - treat this as a turn undead attempt. If successful, you have made a great display of respect and tradition, and the target is inclined to avoid attacking the group, or leave combat if it has begun.
Communing only gives an opening. An intelligent spirit may give a chance to talk, a friendly spirit will be more helpful, and a hostile spirit may rethink a violent act.
If the attempt would destroy creatures of a given CR, then instead the spirit is definitely helpful or flees.
If you do not have the Channel Divinity class feature, you gain one Channel Divinity, only usable for Commune with Spirits.
A natural spirit is any intelligent animal, animate plant, fey, or elemental that dwells naturally in the world.

Suggested Characteristics:
Shamanistic practices are usually learned in order to preserve social order and benefit individuals in your society. Many are part of druidic traditions, but all are steeped in reverence of the social order. In relation to more organized religions shamans are often viewed as lesser or barbaric practitioners of spiritual activity.

d8 Personality Trait
1 - I am slow to trust people that are not members of my social group.
2 - I am deeply reverent of nature at the expense of people and cities
3 - The natural world is a terrible and brutal place, and so am I.
4 - I have faced oppression for my beliefs, and I am reticent to express them.
5 - Tradition is the backbone of any society, and following it gives much benefit.
6 - I believe that the spirits are in control of our fate and we only act out the part.
7 - The spirits have taught me to be tolerant and understanding of all creatures.
8 - Mortal life is less real and important than the world of the spirits.

d6 Ideal
1 - Tradition. I honor the ways of my ancestors. (Lawful)
2 - Wild. Nature abhors a wall. (Chaotic)
3 - Nature. The natural world is more important than all the constructs of civilization. (Neutral)
4 - Savagery. Be like a predator - sudden, deadly, and hungering. (Evil)
5 - Balance. The natural world seeks balance in all things. (Neutral)
6 - Greater Good. It is my duty to use my abilities to help people and assist the ailing.

d6 Bond
1 - I must always protect my homeland and my people.
2 - Protection of the spirits and the natural order is paramount.
3 - I sold my soul for greater deeds and power. I hope to do great deeds and win it back.
4 - My life is my devotion to my people and their traditions.
5 - I have been searching my whole life for the answer to a certain question.
6 - I have been entrusted with a powerful secret, and I must not let it fall into the wrong hands.

d6 Flaw
1 - I find it hard to take worldly matters seriously.
2 - I only value the needs of my tribe and I do not care for other civilizations.
3 - The spirits often interfere with my life and request things of me.
4 - I am in awe of natural spirits and am afraid to act against them.
5 - I am flighty and prone to distraction
6 - I am deeply mistrustful of members of other faiths.




What do you think? I thought that the blowgun proficiency was minimally beneficial, and the feature was slightly strong, but overall it is not overpowering.

Attribution goes to William Timmons and his Animist Acolyte background, which provided me with inspiration and the Feature.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Skyrock on November 29, 2014, 05:30:02 PM
3 proficiencies is too much. I would drop the herbalism kit as it overlaps with Medicine anyway.

I'd also tone the background feature down to the ability to speak to nature spirits, and their general willingness to help or at least avoid attacking the shaman. Individual groups can then decide if they want to make a roll, leave it to role-playing or in extreme cases attack the shaman outright anyway (like when they catch him looting their tomb of an opposing shamanistic faith).
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: zeek0 on November 29, 2014, 09:04:25 PM
Alright, I toned down the Commune With Spirits ability so that it is less mechanical.

I don't think that I'll remove a proficiency. After all, the blowgun does 1 piercing damage to its target; hardly game-breaking. I was surprised that it was a martial weapon in the first place.

As I understand, herbalism allows the character to make potions and such, while medicine is stabalization and slow healing. Am I incorrect?
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: hollis on December 21, 2014, 07:04:45 PM
Is this thread still active? I came up with this thinking of an Indiana Jones sort of Adventure Archeologist background.

Relic Hunter
Skill Proficiencies: Stealth, History
Tool Proficiencies: Thieve's Tools
Languages: One of Your Choice
Equipment: A rare or valuable relic not returned to the intended recipient,
A Small knife, set of Dark common clothes, Belt Pouch
containing 10g

Origin:
You've spent years pursuing ancient artifacts, relics, tomes
and incunabula. Perhaps you collected these bits of history
for a library, a museum, an archive, a University or a
private collector. Sometimes you had to rely on your ability
to hide to evade capture or you had to sneak into a forbidden
place to gain access to an otherwise inaccessable object.

You discovered some piece of history that you just couldn't
return to your employer. Did your contact die and the new
person in charge wants to turn the library into a gladiator
stadium? Was the library burned to the ground by Orcs? Were you
offered payment that could not be fulfilled? Or perhaps you
found a powerful magical item that gaev you insights previously unknown to you.

Suggested Characteristics:
You aren't a common burgler. You know what you seek from
years of study and research and don't mind getting dirty
to recover relics lost to time. You are devoted to preserving ancient history
and knowledge for it's own sake, or sometimes you find we can
learn from our past.

Feature:
When you attempt to learn or recall a piece of lore, if you
do not know that information, you often know where and
from w hom you can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage
or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an
almost inaccessible place, or that it simply cannot be
found. Unearthing the deepest secrets o f the multiverse
can require an adventure or even a whole campaign.

Personality Trait:
1.) I am elocute and convey the impression of erudition through my manner
of speaking.
2.) Given the choice, I would save an ancient relic before
I would save my friends.
3.) I wax poetic on history and lore with everyone I meet — whether
they want to hear it or not
4.) I've read every book in all the world's libraries — or
I like to boast as much
5.) I always have a plan of escape should things get too dicey
6.) I will kill someone for destroying a place of knowledge which houses
ancient relics (library, university, museum, etc)
7.) I am histrionic and take offense to every mundane triviality imposed
upon me
8.) I am impatient with those who do not understand the value and
importance of preserving the relics of our past.

Ideal:
No Limits: Nothing should get in the way of preserving the relics of
our past. (Chaotic)
Charity: I will find a good and secure place for the relics I
find (Good)
Selfish: Some relics hold power that I will keep and use for my own
purposes (Any)
Greedy: I collect these relics and extort the highest price for them
on the black market (Evil)
Aspiration: I aim to write a book on the Histories of the Ancient World
based on my travels. (Neutral)
Honor: I only recover relics for officially sanctioned institutes of
learning (Lawful)

Bond:
1.) I seek vengence against those who destroyed the library/university/
museum/etc that I collected relics for
2.) I lost a valuable relic and seek to rediscover it
3.) It is my duty to protect the relics of the past
4.) I work to preserve a library, university, scriptorium,
or monastery.
5.) I have been searching my entire life for a specific relic
6.) I hold an ancient relic that holds considerable power and knowledge
that must not fall into the wrong hands

Flaw:
1.) I am easily distracted by the promise of information concerning the
location of a relic
2.) Preserving a relic once lost to time is worth a few lives if not an
entire village
3.) I speak without really thinking through my words,
invariably insulting others.
4.) I hide when things start to look bad
5.) I have no respect for the illiterate, dumb and stupid
6.) I will lie about the worth and significance of a relic if it will
benefit me financially or socially
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Bloody Stupid Johnson on December 22, 2014, 08:00:26 AM
Adventurer's Whelp

One (or both) of your parents was an adventurer, and the call of it is in your blood. Maybe you grew up with stories of your parents' exploits, or maybe you desperately want to know what happened to your father oh-so-many years ago.

Skill Proficiencies: Insight, Knowledge (History)
Tool proficiencies: cartographer's tools
Languages: one language.

Equipment: a set of fine clothes, your parents' diary or a faded map to a dungeon or foreign land, a vial of ink, a ten foot pole, a boot knife, 20 gp in a belt pouch.

Feature: allies. Either you can occasionally get some sort of support, magic, or information from your parents themselves, or allies/acquaintances of theirs will periodically offer their aid. This operates wholly at GM discretion.


Personality trait (d8)
1. I often quote stories of my parents' exploits
2. I try to collect stories of what actually happened in my parents' lives.
3. I try to hide from my parents' reputation.
4. My parents travelled far, so I live by the codes of a faraway land.
5. My parents taught me their livelihood, but sometimes all I really want is a common life.
6. I grew up watching wealth squandered outrageously, money means little to me.
7. I inherited a casual roughness or shamelessness that can shock my companions at times, such as readily taking to graverobbing or changing my armour in public.
8. My fathers/mothers profession is something I'm quite familiar with, I sometimes seem to think like one of them rather than what I was actually trained in. Perhaps I'll follow in their footsteps one day.

Ideal (d6)
1. I must live up to my parent's legend (Good)
2. I will finish what my parents left unfinished. (Lawful)
3. I will find what became of a missing parent (or one of their companions).(Good)
4. I will prove that I'm better/different person to my parents (Good/Evil)
5. I'm all about the adventure and excitement (Chaotic)
6. I must seek vengeance for my parents.


Bond (d6)
1. I feel a kinship with other children of my parents' adventuring party.
2. I serve the same lord my father served.
3. I was raised to revere my parents' deity above all else.
4. I was given a memento of my parents, yet lost it. It must be retrieved.
5. My parents incurred debts that still have to be repaid.
6. The gold is all that matters, I picked up that much.


Flaw (d6)
1. I'm the child of a hero, dammit. Give me some respect.
2. I'll never be as good as them
3. My parents' enemies yet haunt me.
4. I have been marked by magicks that afflicted my parents
5. I believe I have an inevitable destiny, and too easily behave recklessly.
6.My parents stories sometimes lead me to apply dungeoneering skills inappropriately, such as by mapping taverns I walk into or checking new suits of armour for traps.
Title: My Blog
Post by: njbrig89 on January 13, 2015, 01:44:07 AM
I created a blog to document my custom encounters an character backgrounds. Check it out!

https://dndencounters.wordpress.com/
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Wood Elf on January 15, 2015, 08:52:07 PM
I must say that I particularly like Relic Hunter and Adventurer's Whelp. Well done.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: cbaqac on February 13, 2015, 05:55:00 PM
Hi all
First of all, sorry for my bad english, it is not my main language but anyway, I am trying to share. I made this background because one player in my campaign wanted something like this, and there was nothing similar in the PHB.
I accept all comments (including negatives ones, obvious)

Fearful

Your childhood was difficult, full of bullying or sad/violent episodes. You are afraid of everything unknown to what can attack you . However, your curiosity to see the world 's largest . That infighting allows you to channel your fears improve yourself.

Skill Proficiencies: Sleight of hand, Stealth
Tool proficiencies: Disguise kit
Languages: One of your choice
Equipment: a disguise kit, a small mirror (to spy where are you going), a sachet of sand (to throw in the eyes of enemies and run away), an alchemist fog, sachet of oil (to throw if someone is chasing you), map of the region (nothing worst than be lost)

Feature: Your fears give you the strength to overcome difficulties. When you are in a scary/hard situation, you gain advantage in one attack throw, or saving throw or ability check once per day
(If anyone have a better idea for the Feature, are welcome :) )

Personality:
1. I can find always a place where to be hide
2. My charmfull gives me the possibility to be with good partners, strong ones, who can defend me.
3. My curiosity is higher than my fears, and this is too much.
4. My good sense of humor makes me a good partner in all groups
5. Being polite and respectful will give me a lot of opportunities in society.
6. If i need to manipulate people to survive, it´s not a problem

Ideal:
1. Brave soul: Curiosity will make overcome all my fears.
2. Greed: I need to use my fears in the correct way, using people to being rich and powerful.
3. Community: The only way that the people can overcome their fears is in community, with the help of others.
4. Destiny: I know that my destiny is outside, in the real world, no matter I am afraid of all there.
5. Friendship: Material goods come and go. Bonds of friendship last forever
6.  Tradition: I come from a family of adventurers, fighters and mages. My lineage and blood make me an adventurer although my fears.

Bond:
1. I am really afraid of the outside world, with all these dangerous creatures and amazing places...but it is so interesting
2. I don´t want to die young, really. I have panic of fighting. But the easy money cames from adventures, so maybe, some strong fighter can take me with him.
3. I need to recover the good name of my family, clan or tribe although my fears
4. I can´t fight. I can´t argue with a high rank. But i am so so good lying and it is so funny.
5. It is easy to build regards and make you a great name and respect. Do your remember this time when I killed the dragon alone? Was amazing
6. My love to my wife, child or father/mother makes me to overcome my fears, I need to rescue he/she.

Flaw:
1. I can´t stay visible in fights, any shadow is good to hide.
2. My life is more important than anything
3. I don´t want to use them as puppets but is necessary
4. A shining item is stronger than the idea of survival
5. When someone yells me is impossible for me not to cry
6. I can´t be alone in the dark. Perhaps another can do the guard
Title: Hunter Background for D&D 5e
Post by: DailyExorcism on March 01, 2015, 04:26:01 PM
This background has a lot of similarities with what you might get from a Ranger choosing the Outlander background. However, this background is built with more of an anti-social spin. As a hunter, you live for the pursuit and kill of your prey. It may or may not be a job, but the intense nature of this lifestyle leaves it consuming you. As a result, you're not just living on the fringes of society, but you rather cast off society to live in nature with the kill or be killed lifestyle.

Please let me know what you think, this is my first attempt at creating my own...well...construct for D&D, Pathfinder, or Shadowrun.

Hunter Background

Skills: Perception, Survival
Tool Proficiencies: Hunter’s Kit (15 gp)
     -Block & Tackle (1 gp)
     -Fishing Tackle (1 gp)
     -Hunting Trap x2 (10 gp)
     -Rope, hempen (1 gp)
     -Dagger (2 gp)
Languages: Choose a language of a common intelligent prey (e.g., goblin, orc).
Equipment: Any type of light armor, one simple melee weapon, one pack appropriate to your character’s backstory, and a shortbow with quiver and 20 arrows.

Context of Hunting Experience:
Trader (hunts for trophies such as pelts)
Commoner (hunts on land and sea to survive)
Orphan (hunted to survive)
Nobility (hunting successfully was a rite of passage)

Feature: 6th Sense
When you can see a prey clearly, you often get a gut feeling related to the vulnerabilities, weaknesses, and behavioral tendencies of this animal. This instinct is based on your experience as a hunter and knowledge of the wild beasts you’ve encountered. You can use this instinct to guess any trait specific to the animal in sight (e.g., vulnerabilities and behavioral tendencies).

Note that each gut feeling (which will presumably motivate a given action in your hunt) requires a perception check with a DC of 15. The prey must be within 60, 45, or 30 feet if the animal is larg(er), medium, or small(er), respectively. The guess requires no prior knowledge or experience with this prey. You have a 50% chance of guessing correctly; you have a 75% chance of guessing correctly if you succeed on your perception check with a DC of 20.

Suggested Characteristics:
The character should be a loner at heart and at least somewhat anti-social. After all, true hunting is impeded by the untrained and untested would-be hunters that abound in society. A hunter can have any moral alignment (e.g., good, neutral, evil), but would rarely have a lawful alignment. Nature’s laws enforce themselves, it is simply our job to not get in the way.

Personality Traits
I dislike society. I need my personal space intact but am not well-versed in other social niceties.

People smell. I’d gladly take a vial of deer urine over the repugnant delusions of grandeur that abounds with most commoners and nobles.

How am I supposed to think with the sound of all of you breathing, fornicating, and…living echoing all around me?!

A solid *thunk* is the most satisfying sound in the world.

Ideal
Honor. The death of any living creature is a tragedy, though sometimes unavoidable. Death should not be in vain. Good

Freedom. Freedom to act in any way that does not harm others and preserves the balance of nature is a sacred right. Neutral

Might. Glory is not in the circumstances of the hunt, but in the outcome. If your prey dies, then you’ve succeeded. Evil

Challenge. A true hunter does not quarrel with unworthy prey. Trophies come from only the most worthy of prey. Any

Bond
Nature is my ally. All those who live to destroy the natural balance of our world must perish.

A(n) [insert animal/race here] killed my [insert family member here]. I live to hunt down their kind.

The [insert animal/race here] is the scourge of my land. Nature will be out of balance until they exist no more.

Nature has an inherent balance, which is thrown into chaos when an animal/race has no natural predators. I live to preserve the balance by hunting those hunted by no other.

Flaw
Nature must be preserved, and death is part of nature. I am blind to my shortcomings when a hunt is concerned.

I am consumed by my hatred for those that infringe on the rights and freedom of others. I will succeed in eradicating my enemy no matter the cost.

I am consumed by my hatred for [insert animal/race here]. I will succeed in eradicating my enemy no matter the cost.

I freely express my disdain for lesser hunters, no matter the odds against me. The world will know me as the ultimate hunter.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: zeek0 on March 02, 2015, 07:25:22 AM
Good Hunter Background. I like the characteristics and personality traits that you list, they are very flavorful.

However, it is useful to note that WotC put special care that background Features would not be combat or skill abilities. No matter how you spin it, your 6th sense feature is a combat ability (because what would you do with the knowledge gained, except use it to exploit a weakness).

As I see it, Features are roleplaying aids, not stat modifiers.

Also, the feature is redundant with many aspects of:
Nature(Int) - "your ability to recall lore about ... animals"
Animal Handling(Wis) - "intuit an animal's intentions"
Perception(Wis) - "lets you spot, hear, or otherwise detect the presence of something. It measures general awareness of your surroundings and the keenness of your senses"
Title: Database listings
Post by: Gryffn88 on March 03, 2015, 12:28:08 AM
These are all great ideas but is the a set listing anywhere for them? It's hard to got through each list and then comments when my gm only wants to see the backgrounds themselves.
Thank you,
Gryffn88
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Terateuthis on March 27, 2015, 07:20:00 PM
SLAVER

Despised by most societies, yet perversely needed by many, you traffic in human(oid) flesh. Your status depends on your surroundings: In more despotic or cruel lands you operate openly, while in more enlightened polities you are reviled and relegated to the shadows. Either way, human(oid) nature being what it is, there is a place for you.

Interesting that you, who specializes in binding ordinary humanoids, ended up in the company of freedom-loving, extraordinary adventurers. Then again, they’d fetch a fine price at market, wouldn’t they…?

Given the unsavory nature of this Background, you might want to be an ex-slaver: possibly having turned against your guild or even joined an abolitionist movement.

Skill Proficiencies: Intimidation, Medicine
Tool Proficiencies: restraints*, vehicles (your choice of land or water)
Equipment: 2 sets of manacles, 50’ silk rope, whip, branding iron, healer’s kit, fine clothes, pouch with 15 gp

Feature: Slave Coffle
You skim the cream of the crop – or the worst of the worst, or the most docile of the docile – for your own use. You have 1d6 personal slaves (treat as commoners/unskilled hirelings) who obey your orders. Each slave’s upkeep is 5 cp/day. Thoroughly cowed and broken by you, they are treated as friendly, but each slave’s real feelings toward you are as follows (d6): 1: friendly; 2-3: indifferent; 4-6: hostile. The DM rolls this in secret; you are unaware, though you might suspect.

Slaves will likely not die or fight for you… though they might, depending on how much you have broken them… but they will do nearly anything else. Between adventures, should you be in a slaveowning area, you may replace the members of the coffle, but you must pay the standard market price for such slaves.

Regardless of their attitude toward you, it is almost inconceivable that your slaves would not make a break for freedom if the opportunity presented itself, and break you in the process….

Alternate Feature: Scum and Villainy
While loathed by most, you are also ubiquitous. You have a diverse network of customers and contacts, possibly including crimelords, nobles, wealthy merchants, cultists… any who barter in flesh for work, pleasure, or sacrifice. If you are in an area that openly or covertly harbors the slave trade, you can meet or make a contact, who might trade information or favors on a quid pro quo basis. Keep in mind, of course, that most who have no scruples about involving themselves in slavery would likewise have no scruples about betraying your trust.

* New Tool: restraints (includes manacles, ropes, chains, etc.)
When you restrain a prisoner with tools, add your proficiency bonus to the DC of an escape attempt.

PERSONALITY


IDEAL

BOND


FLAW
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: GamingGrl on April 28, 2015, 10:47:44 PM
OMG this is an amazing thread! Thanks so much for all of it!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Christopher Brady on May 04, 2015, 01:06:28 AM
Quote from: zeek0;818546
Good Hunter Background. I like the characteristics and personality traits that you list, they are very flavorful.

However, it is useful to note that WotC put special care that background Features would not be combat or skill abilities. No matter how you spin it, your 6th sense feature is a combat ability (because what would you do with the knowledge gained, except use it to exploit a weakness).

As I see it, Features are roleplaying aids, not stat modifiers.

Also, the feature is redundant with many aspects of:
Nature(Int) - "your ability to recall lore about ... animals"
Animal Handling(Wis) - "intuit an animal's intentions"
Perception(Wis) - "lets you spot, hear, or otherwise detect the presence of something. It measures general awareness of your surroundings and the keenness of your senses"


Also, the Hunter shouldn't give weapons or full gear, like a pack, as part of the equipment list.  That's what the classes do.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: GamingGrl on May 04, 2015, 05:32:34 PM
These are all so awesome and stir up some great ideas! Thanks!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Nawak on May 05, 2015, 08:02:41 AM
Hi,

First message - I just finished a layout for a PDF document (https://drive.google.com/file/d/0B_pdNb7o_XPobk0teXVrYkh5eVk/view?usp=sharing) (2.5 Mo - international A4 - 21 x 29.7 mm) containing backgrounds found online (therpgsite, enworld, dndwiki, etc.). I did not translate it in my native language, use it as you wish.
:)
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: zeek0 on May 05, 2015, 03:16:40 PM
Quote from: Nawak;829765
Hi,

First message - I just finished a layout for a PDF document (https://drive.google.com/file/d/0B_pdNb7o_XPobk0teXVrYkh5eVk/view?usp=sharing) (2.5 Mo - international A4 - 21 x 29.7 mm) containing backgrounds found online (therpgsite, enworld, dndwiki, etc.). I did not translate it in my native language, use it as you wish.
:)


Looks awesome! What program did you use to create this? And if I wanted to add more of my own, how would I edit the document to add more pages?

Thanks!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Nawak on May 06, 2015, 02:17:01 AM
Quote
Looks awesome! What program did you use to create this? And if I wanted to add more of my own, how would I edit the document to add more pages?

Thank you.
I used Adobe Indesign. And I am sorry, but without the master file, you can't add more pages.
:)
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: zeek0 on May 06, 2015, 08:12:16 AM
Ah, bummer. I don't suppose that you would want to share? No worries if you don't.

Cheers.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: LibraryLass on May 08, 2015, 07:42:15 PM
Here's a new one.

Refugee

You've seen the worst the world has to offer and survived. You lost your home, you lost almost all your possessions, and you probably lost somebody, or a lot of somebodies, along the way, too. What stayed behind? Who will you never see again? Something took your old life away from you, and that something has made you brave, crazy, or desperate enough to turn adventurer.

Skill proficiencies: Survival, Insight

Tool proficiencies: One vehicle or artisan's tool of your choice

Language proficiencies: One of your choice

Equipment: A moth-eaten blanket given in charity, a precious reminder of the home you've lost, a small knife, five GP you've suffered to scrimp together, and the clothes on your back

Ordeal: Something happened that caused a lot of people, including you, to be displaced. Choose a disaster or tragedy, or roll on the table below to define the trouble that plagued your homeland.

1: Plague or epidemic
2: Famine/drought
3: War, invasion, or civil war
4: Natural disaster (hurricanes, earthquakes, tsunami, etc.)
5: Supernatural disaster (Demons or undead overran the land, magical cataclysm destroyed/sank your homeland, the tarrasque awoke and devastated the kingdom, etc.)
6: Political crisis or genocide

Feature: Object of pity
You've long since learned to give up pride if it means having food and a warm place to sleep. Provided you don't make yourself a threat or a nuisance, you can always find enough people moved by the story of your suffering to allow you to maintain lodgings and food of a meager or poor standard for you and your companions-- and maybe even a modest or comfortable standard for a night or two-- in exchange for minor tasks (for instance, help around the home for a generous peasant family, or attending religious services for a temple or mission.) In addition, as word gets out of your terrible ordeal, strangers in a place you've been living a while may show you a certain level of sympathy.

Personality
1) I never, ever let anything go to waste.
2) I've seen and done terrible things to stay alive. I don't want to talk about them.
3) My trust comes justifiably slowly but it is built to last.
4) Experiencing lean times has made me relish the good life all the more when I can get it.
5) I have no interest in thinking too much about my former life, it's all dead and in the past now.
6) Losing everything has strengthened my religious convictions.
7) I don't want to lose anyone else, I lost too many people already.
8) I still haven't cried, but I'm not ready to smile yet either.

Ideal
1) Nihilism: Chance will have its way with all of us, better to accept it and try to adapt than try to impose order where none exists. (Chaotic)
2) Faith: Even if I can't see it, there is some greater cosmic plan and what I've been through was a necessary step (Lawful)
3) Resentment: The world has been unfair to me, why should I be fair to anyone else? (Evil)
4) Drive: I've always had to struggle and fight, and it's made me strong. (Neutral)
5) Strength: I know what it's like to have no one else to depend on, therefore I will make sure I am someone on whom others can depend. (Good)
6) Hope: I saw the worst the world could show me and I survived. It can only get better for me from here. (Any)

Bond
1) I know that the one I love is still alive out there.
2) My mother was taken from me on that day, but I hope we will see each other again.
3) When I crossed the border and I was hungry, the farmer I met slaughtered his only pig to ensure that I would get the best meal he could provide me.
4) We never met before it all happened, but escaping together made me and another survivor as close as family.
5) Exhausted and on the edge of death, I met an itinerant priest who rescued me and helped me make it across the border. One day I'll repay him for saving my life.
6) So far as I know, only one other member of my family made it out. We're all each other has now.

Flaw
1) I hold the world responsible for not doing more to save us.
2) What happened was a terrible tragedy... and I'm pretty sure we all know who were really responsible for it.
3) If you'd seen what I've seen, you'd never trust anybody either.
4) I used to be rich and powerful, maybe even a noble. I'm disgusted by myself and what I've been reduced to.
5) I may accept your charity, but I'll resent both you and myself for needing to.
6) I've turned to terrible vices to cover up my grief.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Proteu414 on July 31, 2015, 10:25:08 PM
Here are two that I have created in draft, primarily to stimulate discussion on samurai or a Japanese feudal fantasy campaign ripped straight form Legend of the Five Rings and Rokugan . . .  The Rokugani Samurai is powerful, but it is meant to reflect the deadly action in the 3rd and 4th Editions of that game while playing in the setting it D&D 5e.  

Enjoy!

Variant Noble: Ronin (Samurai)

As a ronin you are a wandering warrior without a master.  Either you broke an oath to your master, broke the law, or your master has perished because of your failure to protect him or her.  You wander the land, continuing to uphold your ideals and bonds, but your flaw (chosen or rolled) has become the master of your destiny.  The ronin is primarily presented as a background for the fighter, ranger, or rogue classes, but can be applied to any other class for an interesting clash of ideals in game play.  

When you choose to select this variant noble, you gain a daisho in lieu of the other equipment you gain as part of the initial starting equipment package for your class.  Your daisho is comprised of the following:

(a) katana and wakizashi or (b) tetsubo and wakizashi
yumi and 20 arrows
lamellar armor
(a) musical instrument or (b) gaming set
(a) dungeoneer's pack or (b) explorer's pack
20gp

The katana and tetsubo are family heirloom weapons, either constructed by an honorable ancestor or by you alongside a master weaponsmith.  The wakizashi is an heirloom weapon, as well, and is identifiable by other ronin as a status symbol.  (An Intelligence (History) check (DC10) will reveal much information about the ronin carrying the blade, even if the blade is stolen.)  The yumi is an exceptionally well-crafted longbow that comes with a quiver of 20 arrows.  Lamellar armor is light armor that is a signature of the samurai fighting style personal defense.  The musical instrument and the gaming set were either made for you or by you, and are considered as part of your daisho.  

You lose your Position of Privilege Feature, and cannot take on Retainers.  Instead, you gain one inspiration that can only be used when you are at half you hit point maximum (regained after a short or long rest).  Additionally, if you lose or break any item in your daisho you are considered disgraced and suffer disadvantage on all Wisdom and Charisma based checks.   If you managed to recover or repair the lost or broken weapon, this effect is removed.

Your weapons and armor are made especially for you, with your body and movement in mind.  Anyone else trying to use your weapons suffers disadvantage on all attacks with them.  Additionally, anyone wearing your lamellar armor provides advantages to all attacks against them.  

Background - Rokugani Samurai

Clans
As part of this background, you belong to either the Imperial Family or a Clan.  (Or, you are ronin, a warrior without a clan.)  

Bonds
Ideals
Flaws


Ability Score Bonus and Bonus Proficiency:  During your early and developmental years, someone in your clan sponsored your training and education.  From that training or education you can choose either of the ability bonuses listed for the clan to which you belong.  The exceptions to this are the Unicorn Clan or Ronin. Additionally, during your training, you gained proficiency in one of the skills listed.  Your choices are below:

   Imperial Family: +1 Wisdom or Charisma; Persuasion or Deception
   Crab: +1 Strength or Constitution; Intimidation or Investigation
   Crane: +1 Dexterity or Charisma; Acrobatics or Persuasion
   Dragon: +1 Dexterity or Wisdom; Arcana or Religion
   Lion: +1 Strength or Wisdom; Athletics or Persuasion
   Mantis: +1 Dexterity or Intelligence; Nature or Survival
   Phoenix: +1 Intelligence or Wisdom; Arcana or Nature
   Scorpion: +1 Dexterity or Charisma; Deception or Insight
   Unicorn: +1 Any; Animal Handling or History
   Ronin: +1 Any; Any skill

Feature: Along with your ability score bonus and bonus skill proficiency, you can gain the following background Feature:

Deference by the masses: As a samurai (even Ronin) the lower classes defer to your station in society.  While within the borders and boundaries of any populated area (a city or town, the walls of a fortress) of which your status is recognized, you always have a place to sleep, always have a meal and drink, and can requisition all mundane supplies, including mounts and vehicles.  Typically you do not have to pay for any of these services, but it is poor form to just take without regard for the well-being of those from whom you are taking.

Path:  In addition to all of the above, the Rokugani samurai typically choose from one of three paths, as shown below.  Your path may seem incongruous with your class, but they are synergistic.  Choose from one path described below and gain all of the benefits of the chosen path:

Bushi:  As a bushi you have chosen a martial path in your early training.  Your focus has been on honing your body as a weapon.  You gain proficiency in one weapon of your choice that is not part of your daisho (described below).  Additionally, you can choose one fighting style from the list of Fighting Styles in the Fighter Class description (page 72 of the Player's Handbook).  This fighting style is an addition to any other fighting styles you may already have from the Fighter Class.

Courtier:  As a courtier you have chosen a diplomatic path in your early training.  Your focus is on social interaction and making your words (or lack thereof) your weapons.  You gain proficiency in one Charisma-based skill of your choice.  If you choose a skill for which you already have proficiency, you gain an additional +2 path bonus to that skill.  Additionally, you gain the Hypnotic Gaze class feature from the School of Enchantment in the Wizard Class description (page 177 of the Player's Handbook).  Your equivalent wizard spell save DC is equal to your Charisma modifier plus one-half your level plus your proficiency bonus.

Shugenja:  As a shugenja you have chosen either a divine or arcane path in your early training.  Your focus in on the more eldritch arts, including the healing.  You gain a +2 path bonus to either Arcana, Healing, or Religion.  You also gain the ability to cast one cantrip from the Wizard's Spell list (page 210 of the Player's Handbook).  Your attack and DCs are based on the ability score of your choice.  Additionally, you can choose two of the spells listed below, each of which you can cast once per day.  The level of the spell is equal to your class level divided by 3, rounded down.  Your spell save DC is equal to your Intelligence or Wisdom modifier (your choice) plus one-half your level plus your proficiency bonus.

   Burning Hands
   Comprehend Languages
   Cure Wounds
   Detect Evil and Good
   Detect Magic
   Identify
   Protection from Evil and Good
   Thunderwave
   Unseen Servant
   Witch Bolt
   
Equipment: When you choose this background you gain a daisho in lieu of the other equipment you gain as part of the initial starting equipment package for your class.  Your daisho is comprised of the following:

(a) katana and wakizashi or (b) tetsubo and wakizashi
(a) yumi and 20 arrows or (b) quarterstaff and daggers
lamellar armor
(a) musical instrument or (b) gaming set
(a) dungeoneer's pack or (b) explorer's pack
20gp

The katana and tetsubo are family heirloom weapons, either constructed by an honorable ancestor or by you alongside a master weaponsmith.  The wakizashi is an heirloom weapon, as well, and is identifiable by other ronin as a status symbol.  (An Intelligence (History) check (DC10) will reveal much information about the ronin carrying the blade, even if the blade is stolen.)  The yumi is an exceptionally well-crafted longbow that comes with a quiver of 20 arrows.  Lamellar armor is light armor that is a signature of the samurai fighting style personal defense.  The musical instrument and the gaming set were either made for you or by you, and are considered as part of your daisho.  

And some equipment to go along with them:

Armor, Light (Special)
Lamellar- No cost / 12 + Dex mod (no max) / 30 lb. / Stealth (disadvantage)

Martial Melee Weapons (Special)
Katana- No cost / 2d4 slashing / 2 lb.   Finesse, Versatile (2d6)
Tetsubo- No cost /    1d12 bludgeoning / 8 lb. / Heavy, two-handed
Wakizashi- No cost / 1d6 piercing / 1 lb. / Light, Finesse

Martial Ranged Weapons (Special)
Yumi- No cost / 1d10 piercing / 2 lb. /    Ammo (range 100/400), two-handed
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Proteu414 on July 31, 2015, 10:30:15 PM
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.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: drwatson88 on August 08, 2015, 11:13:41 PM
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 (https://www.dandwiki.com/wiki/Wrangler%27s_Pack_(5e_Equipment)), 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).
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: hollis on August 10, 2015, 04:24:25 PM
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.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: darkzomb on March 12, 2016, 01:13:49 AM
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!!!
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Xyden on October 24, 2016, 12:53:03 AM
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.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Eric Diaz on December 07, 2016, 11:30:30 AM
My contribution: the Dungeonborn

Click here to get more images, inspirations and 5e-looking PDF (http://methodsetmadness.blogspot.com.br/2016/10/dungeonborn-new-5e-background.html).

Dungeonborn


[ATTACH=CONFIG]586[/ATTACH]

You were born and raised into the depths of a huge castle, dungeon or tunnel complex. You have lacked nothing - you slept in fine linen, studied in huge libraries, and there was always a friendly hand to feed you. Whose hand is that, you don’t quite know – maybe a servant of your ancient family, or some forgotten creature or undead. You have never seen much of the world outside the walls (or maybe not even the light of the sun), or talked to common people, although you know they do exist somewhere. When you finally got out, you felt alienated from everybody, but also curious and eager to explore.

Inside & out
Why were you kept inside? Who raised you? You can create your own story with your GM or roll in the table below. You might also choose to not know all details beforehand, and find them out during play. Likewise, think of how you got out (did you escaped, reach maturity and was left to fend for yourself, walked away when all servants disappeared, was expelled, rescued by other PC’s), unless the adventure starts while you’re still inside.

1. I was a bastard unwanted by my highborn parents, kept secret to avoid shame.
2. I was abandoned and raised by benevolent spirits.
3. My caretakers were overprotective to the point of insanity, although I didn’t realize that.
4. I was kidnapped by a maniac and protected by another prisoner.
5. I was part of a doomsday cult that tough the world had ended.
6. The usurpers took my titles, but wouldn’t dare to kill me.
7. My parents were imprisoned and killed by underground creatures that took pity on me.
8. I am a child of the undead or inhuman – I should never be living in the first place!

Skill Proficiencies: Arcana, History.
Languages: Two of your choice.
Equipment: fancy and peculiar clothes, a lantern, a necklace with two old portraits (your parents?), 25 gp.

Feature: Born in the Darkness
You are used to move in the darkness, and you can see in dim light within 30 feet of you as if were bright light. You also have an instinctive sense that tells you of the existence of any secret doors or passageways within most buildings, as well as the purpose of most rooms.

Variant feature: Forgotten lore
You have acquired a huge volume of curious forgotten lore. Even when you do not know a particular piece of information, you often know some ancient and relevant trivia related to it. You might not know a particular noble, for examples, but would have heard about his ancestors or past landowners.

Suggested Characteristics
Darkness and isolation leave permanent marks on the dungeonborn. Whether curious about their own origins or eager to get away from them, they are still quite alien and ignorant of common people’s customs and manners. They can be shy, strange and socially inept, or adorable in their exotic naiveté.


Personality trait
1. I lack social skills and often commit innocent but embarrassing faux pas.
2. I am shy and get embarrassed when dealing with extroverted people.
3. I am eager to make new friends and treat everyone I find as a potential ally.
4. I am extremely curious about the outside world and marvel at the simplest things.
5. I am dismissive of people with little or no book learning.
6. I constantly quote from forgotten books that no one else has read, expecting to be immediately understood.
7. I do not know how to deal with money.
8. I am incredibly patient and think long–term in most of my actions.

Ideal
1. Freedom. No one should be forced to live in a prison of any kind (Chaotic).
2. Knowledge. I must learn as much as I can from this huge, strange world (Neutral).
3. People. Most people are inherently good and should be treated as such (Good).
4. Traditions. I must keep the traditions of my family, no matter how the world sees them (Lawful).
5. Power. I will show this degenerate, ignorant people that they should do as I say (Evil).
6. Self-knowledge. I must find where I came from and what I can become (any).

Bond
1. I am the last heir to my family and I must protect their good name.
2. These people are my first friends and I must treasure them forever.
3. I is my duty to maintain my lands and castle.
4. This picture is the only remainder of my ancestors, I shall never lose it.
5. I will take revenge against the ones who imprisoned me.
6. I will return to the castle one day, and make it a better place.

Flaw
1. I look down on the ignorant masses.
2. I cannot trust anyone.
3. I was imprisoned by my own fault and want to keep it a secret.
4. I am vengeful and cannot forgive an insult.
5. I am oblivious to other peoples’ feelings.
6. I believe everyone should pay attention to my needs.
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Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: ceae.firebird on January 22, 2017, 10:18:56 PM
Not much of a forum person and I see this post is rather old. Nonetheless I saw an organizational need!  This thread is still one of the top searches in google, so I'm guessing I won't be the only one to find the below handy.  

I have compiled a list of the backgrounds either posted or linked in alphabetical order (and as possible linking directly to the source) in this google sheet (https://docs.google.com/spreadsheets/d/1_6LJRbLgOnzofXynZOXeT7VVBgk9vLLtq-xdvmDMOi0/edit?usp=sharing).  Should any more be added, I'll attempt to update this post to provide an index.  Hopefully this helps!
 
Current List of backgrounds:
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Syrkres on April 05, 2017, 12:49:24 PM
I really like the Slaver, which could be used as "House Servant" as well, though maybe  change skill Suvival to Stealth, as a House Servant doesn't have to worry too much about survival, things are provided (as meager as they may be).

House Servant
Either by birth, indentured servitude you work in the house of another, having picked up the ability to be at the ready hand to serve a refresh of a drink or pick up after the masters. But you have also learned not to be seen at the same, blending in with the background noise.


Skill Proficiencies: Insight, Stealth
Tool Proficiencies: Cook’s utensils (or similar tool used at the household)
Languages: Two of your choice (regional)

Feature: Passive Presence
As long as you appear appropriately in a position of a servant, you gain Advantage to any Charisma checks involving Deception, Persuasion, or Blending into a Crowd.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: Syrkres on April 14, 2017, 09:14:35 AM
Vagabond  (http://www.therpgsite.com/showthread.php?30395-5e-D-amp-D-Backgrounds-the-BIG-list-of-backgrounds!&p=783061&viewfull=1#post783061)(Alternative)

You have spent your life wandering from place to place without a home or job.

Skill Proficiencies: Survival, History
Tool Proficiencies: Hobo Bundle (see below)
Languages: select one from your travels

Equipment: The Hobo Bundle is a bundle of what would appear to many to be junk. It consists of bits of string, sticks, old nails, perhaps the off horseshoe, or scrap of material. Basically anything that the Vagabond can scrounge, scavenge or find along their trip. If at any point the Vagabond needs a piece of equipment for a particular job or task that would require a small tool or item they can make a Wisdom check against their bundle. A success means that they find a suitable scavenged tool for the job. The tool gets a -2 penalty for any checks but is otherwise a suitable replacement. Aside from this the Vagabond starts with no equipment and no funds.
Advanced option – if you wish you can track the number of uses of the Bundle as “charges”. The base bundle has 20 “charges” and you can regain 1d6 “charges” for each hour spent foraging.

Feature: The Vagabond knows "the rules of the road".
Use 1(History): Oh I’ve Heard of this place - This means that they can make a Wisdom check when they come to any that other vagabonds are like to frequent (so yes to a ruin in a forest but no to an underground dungeon) location to learn a useful “fact’ about it. The facts might not always be true, they might just be rumours but they might include the entry tot eh city through the underground sewers, the fact that a troll lives under this bridge etc.
Use 2(Survival): Waymarks – vagabonds can leave marks made from sticks, mud or chalk that act as a secret language others with the background , or some training, can follow. The range of marks is too large to list but can basically make any 2 word phrase. The marks are usually transitory and last for a couple of days but they could be carved on a rock face or made permanent. It takes 1 action to make a waymark and the action can be concealed with a successful Dex Check.

Original Created By: Jiobbajibba  (http://www.therpgsite.com/member.php?3070-jibbajibba)
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: JesseCohoon on May 01, 2017, 06:58:51 PM
I just posted 2 backgrounds:
http://www.tribality.com/2017/04/30/king-of-games-background/
http://www.tribality.com/2017/04/26/dancing-monk-background/
Please let me know what you think of these
Title: Here's one that could annoy a DM...
Post by: GH0S7 on December 09, 2017, 01:45:30 PM
Background:


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


Features:

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.
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: A5paperboy on July 08, 2019, 11:39:22 AM
I like the bureaucrat.
It's pretty dope
Title: [5e/D&D] Backgrounds - the BIG list of backgrounds!
Post by: BEASTSLAYER1997 on August 24, 2019, 02:31:15 AM
Professor


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.