Backgrounds

Here is a list of all backgrounds.

Dwarven Combat Training

Prerequisite: The ability to speak Dwarvish
You were trained in a Dwarven style of combat, which emphasizes confidence and ferocity. You gain the following benefits:
  • Pick any number of the following weapons: battleaxe, greataxe, handaxe, light hammer, maul, warhammer, and/or war pick. You are proficient with the chosen weapons, and when you use one to make a melee weapon attack as part of the Charge action, the target of the attack must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. The DC is equal to 8 + your Strength score + your Intimidation proficiency.
  • You are proficient with medium armor. While you wear medium or heavy armor or wield a medium or heavy shield, you have advantage on saving throws against being frightened.

Dwarven Trade Training

Prerequisite: The ability to speak Dwarvish
You are experienced in a Dwarven trade. Pick one of the following benefits:
  1. You are proficient with brewer's supplies, you have expertise in History for the purpose of Intelligence checks relating to alcoholic drinks, and you have expertise in Medicine for the purpose of Wisdom checks relating to intoxication.
  2. You are proficient with jeweler's tools, and you have expertise in History for the purpose of Intelligence checks relating to cut and uncut gemstones.
  3. You are proficient with mason's tools, and you have expertise in History for the purpose of Intelligence checks relating to stonework.
  4. You are proficient with smith's tools, and you have expertise in History for the purpose of Intelligence checks relating to forged arms and armor.

Etelaan Almoner

Prerequisite: The ability to speak Etelaan
You spent time in the human nation of Etela as a social worker. You gain the following benefits:
  • You are proficient in one of the following skills of your choice: Arcana, History, Medicine, Nature, or Religion.
  • When you Help or receive Help to cause a roll to be made with advantage, that roll takes the highest of three d20s instead of two.

Feral Upbringing

You were raised by wolves–or at the very least, not by anything that talked. You gain the following drawback and benefits:
  • You do not have the Language(s) trait of your race, if it has one. You may still choose to know the common language of the party.
  • You are proficient in three of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival.
  • You have advantage on saving throws against being charmed.

Funish Sailor

Prerequisite: The ability to speak Funish
You learned how to sail from the Funish people. You gain the following benefits:
  • You are proficient in Acrobatics and Athletics.
  • You are proficient with navigator's tools, and you have expertise with water vehicles.
  • You are proficient with the scimitar. If you are wielding a scimitar in one hand and nothing in the other hand when a creature you can see hits or misses you with a melee attack, you can use a reaction to make a grapple attack against the attacker.

Goblintown Urchin

Prerequisite: The ability to speak Goblish; Small size or smaller
You grew up in a goblin colony or similar cesspool. You gain the following benefits:
  • You are proficient in two of the following skills of your choice: Deception, Sleight of Hand, Stealth, or Survival.
  • When you take the Disengage action, you can also attempt to escape from the grappled condition or any other effect causing your speed to be 0, provided that the effect permits you to attempt to escape as a standard action.
  • When you take the Disengage action, you can move through the space of a creature that is your size or larger until the end of your turn.
  • Other creatures that are your size or larger do not count as difficult terrain to you.

Goliath Hurler

Prerequisite: The ability to speak Goliath; Powerful Build trait or Strength 2 or higher
You practiced the technique of hurling stones with the goliaths. You gain the following benefits:
  • You are proficient in Athletics and with improvised thrown weapons.
  • Attacking at long range doesn't impose disadvantage on your improvised thrown weapon attack rolls.
  • When you use a rock as an improvised thrown weapon, its damage die is a d8 instead of a d4.

Gnomish Trade Training

Prerequisite: The ability to speak Gabrorian Gnomish
You know gnomish secrets of alchemy or artifice. Pick one of the following benefits:
  1. You are proficient with tinker's tools, and have expertise in History for the purpose of Intelligence checks related to magical or technological devices.
  2. You are proficient with alchemist's supplies, and have expertise in History for the purpose of Intelligence checks related to magical or chemical substances.

Ogofen Sounder

Prerequisite: The ability to speak Ogofen
The Ogof taught you the ways of the Synau Dwfn, or "deep sounds." You gain the following benefits:
  • You are proficient in Perception and Performance
  • You are proficient with the drum and curtal.
  • You know the spells mold earth and earth tremor. Your spellcasting ability for these spells is Intelligence, Wisdom, or Charisma, chosen when you take this background, and you can use a drum or curtal as a spellcasting focus for them and other spells you know.
  • For you, earth tremor has the ritual tag and you can cast it as a ritual. When you cast it as a ritual, you can trigger the spell's effect as part of each action used to cast the ritual. To gain this benefit, you must use a drum or curtal as a spellcasting focus for the spell, and you can't move and trigger the effect on the same turn.

Orc Combat Training

Prerequisite: The ability to speak Orcish
You were taught to fight in the manner of orc bloodragers. You gain the following benefits:
  • You are proficient in Intimidation.
  • Choose any number of the following weapons: unarmed strike, club, greatclub, mace, battleaxe, flail, greataxe, maul, morningstar, and/or warhammer. You are proficient with the chosen weapons.
  • When you score a critical hit with a melee weapon attack using one of the chosen weapons, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Orc Survival Training

Prerequisite: The ability to speak Orcish
You learned to survive as orcs do in the northern hinterlands of Ata. You gain the following benefits:
  • You are proficient in Survival and one of the following skills of your choice: Athletics, Nature, Perception, or Stealth.
  • Choose one of the following terrains: arctic, underground, or taiga. When you make a Survival check in that terrain, you can treat a d20 roll of 9 or lower as a 10.

Servant of Amnat

Prerequisite: The ability to speak Dark Goblish; darkvision with a range of at least 60 feet
You are a devout servant of Amnat, dark goblin god of darkness and vengeance. You gain the following benefits:
  • You learn each of the following spells once you have a spell slot capable of casting it: cause fear, darkness, fear, cloak of shadow, and commune.
  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Shamalian Acolyte

Prerequisite: The ability to speak Shamalian; red hair
You were trained in the holy tenets of the Shamal. You gain the following benefits:
  • You are proficient in two of the following skills of your choice: Medicine, Nature, Persuasion, and Religion.
  • You know the thaumaturgy cantrip, as well as speak with animals and one other 1st-level druid spell of your choice. You can cast each of these spells once per long rest without expending a spell slot. Your spellcasting ability for these spells is Wisdom or Charisma, chosen when you take this background, and you can use a druidic focus as a spellcasting focus for them.

Sonnern Soldier

Prerequisite: The ability to speak Sonnern
You were trained in the stern combat style of the Sonnern military, which employs double lines of pikemen and greatswordsmen. You gain the following benefits:
  • You are proficient with the greatsword and pike. Once on each of your turns when you make an attack with one of these weapons, you can extend your reach for the attack by 5 feet.
  • You are proficient with medium armor. When you are wearing medium or heavy armor and are within 5 feet of an ally that isn't incapacitated, you can't be flanked.

Tengan Scholar

Prerequisite: The ability to speak Tengan
You studied the secrets of Tanatenga with the Tengan scholars. You gain the following benefits:
  • You can read Old Tengan.
  • You are proficient in Investigation and one of the following skills of your choice: Arcana, History, Nature, or Religion.
  • You know two 1st-level wizard spells of your choice. The spells must have the ritual tag. You can cast these spells as rituals or using any spell slots you have. Your spellcasting ability for these spells is Intelligence or Charisma, chosen when you take this background, and you can use an arcane focus as a spellcasting focus for them.