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Backgrounds



Your background determines your general upbringing, occupation, and role in society and how you became an adventurer. It comes with a two bonus feats at 1st level and you can gather additional bonus feats from a list as you advance and achieve accomplishments relevant to your background.

Each feat answers a backstory question:
Surges: Whenever you spend a surge on any d20 roll that your background already improves or uniquely allows you to make, you automatically have advantage on the roll or reroll. For example, if a character with the Criminal background wanted to boost a Diplomacy check before rolling, they'd not only add the 1d12 boost to the result but they'd roll 2d20 and take the better result. If they chose to reroll after rolling, they'd roll 2d20 and take the better result on the reroll.

Home Turf: Whenever you boost ANY skill check in your homeland, you automatically get the maximum possible boost: +12 if chosen before you roll, +6 if you boost after you roll.

Occupation: Create one Lore skill unique to your background and choose one skill among the following: craft, perform, profession. You automatically have maximum ranks in the two chosen skills. Your unique Background Lore can be used in place of any other Lore skill, but only when relevant to the chosen topic.

For example, a Dwarf might choose Lore: Dwarves and Craft: Blacksmithing to represent their blacksmithing background in their dwarven hometown. They come across a dwarven artifact radiating with magical power. The dwarf can roll Lore: Dwarves in place of Lore: Appraisal, Lore: Arcana, and Lore: Society to learn more information about the artifact because it's specifically of dwarven make. If it were not dwarven crafted, their background lore would not apply.




ACADEMIC
You were formerly educated in a university or temple and were likely upper middle class if not actual nobility.
Prerequisite: Int and Wis must be among your highest three attributes.
Benefits: You begin with the Breadthe of Experience and Cosmopolitan feats, even if you do not meet the prerequisites. You also gain Skill Proficiency (Lore: Appraisal, Lore: Society).



APPRENTICE
You were trained in magical study, either through a university or under the direct apprenticeship of a talented spellcaster.
Prerequisites: Charisma, Intelligence, or Wisdom must be your highest stat.
Benefits: You begin with the Skill Proficiency (Spellcraft, Use Magic Device) and Skill Proficiency (Lore: Arcana, Lore: Planes) feats and one more magic feat of your choice that you meet the prerequisites for (item creation or metamagic).



ARTISAN
You've made a living crafting and trading.
Prerequisites: Intelligence or Wisdom must be your highest stat.
Benefits: You begin with the Diversified Crafter (select any two) and Skill Proficiency (any two crafting skills) and one item creation feat of your choice.



CLERGY
You were brought up in a church, monastery, or temple.
Prerequisites: Charisma or Wisdom must be your highest stat.
Benefits: You begin with the Skill Proficiency (Heal, Lore: Religion), and Skill Proficiency (Spellcraft, Use Magic Device) feats and one more magic feat of your choice that you meet the prerequisites for (item creation or metamagic).



COMMANDER
Your career began in the military and you've risen the ranks enough to be somewhat well known. Your position gives you some pull but it also requires you to be lawful.
Prerequisite: Str 13, Con 13, must be proficient with at least two fighter weapon groups at first level (see Martial Weapon Proficiency).
Benefits: You begin with the Berserker's Cry, Flag-bearer, and Martial Weapon Proficiency feats. If your class already grants you proficiency with all martial weapons, you gain Weapon Focus instead.



COMMONER
You're a nobody. You got roped into this when you fell into a vat of chemicals or wandered into a mysterious cave filled with arcane symbols and were suddenly bestowed with powers or had a prophecy revealed that you were one of the chosen ones or something.
Benefits: You begin with Man of the People and two more feats of your choice that you meet the prerequisites for chosen from the list of Local feats.



CRIMINAL
You've made a career as a bandit, burglar, con artist, fence, mugger, pirate, smuggler, thief, or similar criminal activity.
Prerequisites: Cannot be Lawful Good, Neutral Good, or Lawful Neutral.
Benefits: You begin with the Underworld Connections and Criminal Reputation feats and the Black Market Connections rogue talent as if you were a rogue of the same level.



ENIGMA
You were not born and raised in traditional society but created, summoned, or wandered into society from far off lands. You are new to the world but were brought here with a purpose...
Prerequisites: Non-core non-redundant race (can't be Dwarf, Elf, Hob, Human or hybrid of any of these or the same race as any other Player Character).
Benefits: Your homeland is not connected to the Midlands or is such a small niche location it's restricted to a secluded location no more than 1 square mile in area. You lose the following as class skills and cannot gain them as class skills: Bluff, Disguise, Lore (Society), Sense Motive. For each of these class skills lost, you can select any other skill of your choice to become a class skill. You also gain three bonus racial feats of your choice totaling up to 6 XP-worth.



GRUNT
You made your living as a sellsword or enlisted soldier in the military.
Prerequisites: Cannot be Good, must have at least one physical attribute (Str, Con, Dex) as your highest attribute or two physical attributes among your highest three attributes.
Benefits: You begin with the Endurance, Martial Weapon Proficiency*, and  Skill Proficiency feat selecting two of the following skills of your choice: Handle Animal, Intimidate, Ride, Survival.
. If your class already grants you proficiency with all martial weapons, you gain Weapon Focus instead.



NOBLE
You were raised of noble birth and know how to use your position to get some pull.
Prerequisites: Charisma, Intelligence, or Wisdom must be among your highest 2 stats.
Benefits: You begin with the Cosmopolitan, Noble Scion and Secret Capital feats.



PERFORMER
You've made an occupation as a performer or minor celebrity of sorts.
Prerequisite: Charisma must be your highest or 2nd highest attribute.
Benefits: You begin with two Performance Feats of your choice, provided you meet the prerequisites. You also begin with Skill Proficiency selecting any one non-Perform Charisma-based skill of your choice and any two Perform skills of your choice.



SOCIALITE
You've made an career off making connections, networking, partying, and generally riding the coattails of others who enjoy your company.
Prerequisite: Charisma must be your highest or 2nd highest attribute.
Benefits: You gain the Skill Proficiency feat three times selecting two Perform skills, two Profession skills, and four any of the following skills of your choice: Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Lore: Society, Sense Motive.



WILDLING
You grew up in the wilderness raised by barbarians, druids, or possibly even beasts.
Prerequisite: Con 13, Wis 13
Benefits: You begin with the Country Born, Skill Proficiency (Handle Animal, Ride) and Skill Proficiency (Lore: Nature, Survival).