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:
- 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.
- 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.
- You are proficient with mason's tools, and you have expertise in History for the purpose of Intelligence checks relating to stonework.
- 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:
- You are proficient with tinker's tools, and have expertise in History for the purpose of Intelligence checks related to magical or technological devices.
- 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.
Battleaxe
Battleaxe
Martial melee weapon
Cost: 10 gp
Damage: 1d8 slashing
Weight: 4 lb.
Properties: versatile (1d10)
Damage: 1d8 slashing
Weight: 4 lb.
Properties: versatile (1d10)
Versatile
Versatile
You can attack with a versatile weapon using one or two hands. When you use two hands, use the dice shown in parentheses after this property's listing as the weapon's damage dice.
Greataxe
Greataxe
Martial melee weapon
Cost: 30 gp
Damage: 1d12 slashing
Weight: 7 lb.
Properties: heavy, two-handed
Damage: 1d12 slashing
Weight: 7 lb.
Properties: heavy, two-handed
Heavy
Heavy
Due to their weight distribution, Small creaturesExcept those with the Powerful Build trait have disadvantage on attack rolls with heavy weapons.
Two-Handed
Two-Handed
Two hands are required to make an attack with a two-handed weapon.
Handaxe
Handaxe
Simple melee weapon
Cost: 5 gp
Damage: 1d6 slashing
Weight: 2 lb.
Properties: light, thrown (20/60 ft.)
Damage: 1d6 slashing
Weight: 2 lb.
Properties: light, thrown (20/60 ft.)
Light
Light
A light weapon is small enough to be easily wielded in one hand. Each time you spend at least 2 AP to take the Attack action and use a light weapon for the attack, you can take the Attack action once later that turn as a minor action. The secondary attack—called an offhand attack—must be made with a different light weapon, and it deals half damage.
Attack
Thrown
Thrown
If a weapon has the "thrown" property, you can make a ranged attack with it by throwing it. If the weapon is a melee weapon, you use the same ability for the attack roll and damage roll that you would use for a melee attack with the weapon.
The numbers shown in parentheses after this property's listing are the weapon's normal range and long range when thrown, in that order.
Light Hammer
Light Hammer
Simple melee weapon
Cost: 2 gp
Damage: 1d4 bludgeoning
Weight: 2 lb.
Properties: light, thrown (20/60 ft.)
Damage: 1d4 bludgeoning
Weight: 2 lb.
Properties: light, thrown (20/60 ft.)
Maul
Maul
Martial melee weapon
Cost: 10 gp
Damage: 2d6 bludgeoning
Weight: 10 lb.
Properties: heavy, two-handed
Damage: 2d6 bludgeoning
Weight: 10 lb.
Properties: heavy, two-handed
Warhammer
Warhammer
Martial melee weapon
Cost: 15 gp
Damage: 1d8 bludgeoning
Weight: 2 lb.
Properties: versatile (1d10)
Damage: 1d8 bludgeoning
Weight: 2 lb.
Properties: versatile (1d10)
War Pick
War Pick
Martial melee weapon
Cost: 5 gp
Damage: 1d8 piercing
Weight: 2 lb.
Properties: none
Damage: 1d8 piercing
Weight: 2 lb.
Properties: none
Brewer's Supplies
Brewer's Supplies
Cost: 20 gp
Weight: 9 lb.
Weight: 9 lb.
Jeweler's Tools
Jeweler's Tools
Cost: 25 gp
Weight: 2 lb.
Weight: 2 lb.
Mason's Tools
Mason's Tools
Cost: 10 gp
Weight: 8 lb.
Weight: 8 lb.
Smith's Tools
Smith's Tools
Cost: 20 gp
Weight: 8 lb.
Weight: 8 lb.
Scimitar
Scimitar
Martial melee weapon
Cost: 25 gp
Damage: 1d6 slashing
Weight: 3 lb.
Properties: finesse, light
Damage: 1d6 slashing
Weight: 3 lb.
Properties: finesse, light
Finesse
Finesse
Finesse weapons are designed for speed and precision. When you make a melee attack with a finesse weapon, you can use use Dexterity instead of Strength for the attack and damage rolls.
Grapple
Grapple
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to grab an opponent with an empty hand or other suitable appendage. On a hit, the target is grappled by you, with you as the grappling creature.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Tinker's Tools
Tinker's Tools
Cost: 50 gp
Weight: 10 lb.
Weight: 10 lb.
Alchemist's Supplies
Alchemist's Supplies
Cost: 50 gp
Weight: 8 lb.
Weight: 8 lb.
Drum
Drum
Cost: 6 gp
Weight: 3 lb.
Weight: 3 lb.
Curtal
Curtal
Cost: 20 gp
Weight: 4 lb.
Weight: 4 lb.
Mold Earth
Mold Earth
Transmutation cantrip
Components
S
S
Duration
Instantaneous or 1 hour
Instantaneous or 1 hour
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a standard action.
Difficult Terrain
Difficult Terrain
Each foot traveled through an area of difficult terrain costs 1 extra foot of movement unless otherwise stated. For example, the difficult terrain created by the plant growth costs 3 extra feet of movement per foot traveled. A creature traveling through an area of overlapping sources of difficult terrain only pays the movement cost of the most expensive terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Earth Tremor
Earth Tremor
1st-level evocation
Components
V, S
V, S
Duration
Instantaneous
Instantaneous
Casting Time
1 standard action
1 standard action
Range
10 feet
10 feet
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Unarmed Strike
Unarmed Strike
Simple melee weapon
Cost: —
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
Damage: 1d1 (type varies)
Weight: —
Properties: unarmed
You punch, kick, or otherwise strike at an opponent with your body. On a hit, you deal bludgeoning, piercing, or slashing damage as appropriate.
An unarmed strike that you make with an empty hand also has the light property.
Club
Club
Simple melee weapon
Cost: 1 sp
Damage: 1d4 bludgeoning
Weight: 2 lb.
Properties: light
Damage: 1d4 bludgeoning
Weight: 2 lb.
Properties: light
Greatclub
Greatclub
Simple melee weapon
Cost: 2 sp
Damage: 1d8 bludgeoning
Weight: 10 lb.
Properties: two-handed
Damage: 1d8 bludgeoning
Weight: 10 lb.
Properties: two-handed
Mace
Mace
Simple melee weapon
Cost: 5 gp
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: none
Damage: 1d6 bludgeoning
Weight: 4 lb.
Properties: none
Flail
Flail
Martial melee weapon
Cost: 10 gp
Damage: 1d8 bludgeoning
Weight: 2 lb.
Properties: none
Damage: 1d8 bludgeoning
Weight: 2 lb.
Properties: none
Morningstar
Morningstar
Martial melee weapon
Cost: 15 gp
Damage: 1d8 piercing
Weight: 4 lb.
Properties: none
Damage: 1d8 piercing
Weight: 4 lb.
Properties: none
Cause Fear
Cause Fear
1st-level necromancy
Components
V
V
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
You awaken the sense of mortality in one creature you can see within range. A Construct or an Undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends (save ends).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Darkness
Darkness
2nd-level evocation
Components
V, M (bat fur and a drop of pitch or piece of coal)
V, M (bat fur and a drop of pitch or piece of coal)
Duration
Up to 10 minutes
Up to 10 minutes
Casting Time
1 standard action
1 standard action
Range
60 feet
60 feet
Magical darkness emanates from a point you choose within range to fill a 15-foot-radius sphere for the duration, spreading around cover. The darkness is impenetrable even to darkvision, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Fear
Fear
3rd-level illusion
Components
V, S, M (a white feather or the heart of a hen)
V, S, M (a white feather or the heart of a hen)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Cloak of Shadow
Cloak of Shadow
4th-level necromancy
Components
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
Duration
Up to 1 minute
Up to 1 minute
Casting Time
1 standard action
1 standard action
Range
Self
Self
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Commune
Commune
5th-level divination
Components
V, S, M (incense and a vial of holy or unholy water)
V, S, M (incense and a vial of holy or unholy water)
Duration
1 minute
1 minute
Casting Time
1 minute
1 minute
Range
Self
Self
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Thaumaturgy
Thaumaturgy
Transmutation cantrip
Components
V
V
Duration
1 minute
1 minute
Casting Time
1 standard action
1 standard action
Range
30 feet
30 feet
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as a standard action.
Speak with Animals
Speak with Animals
1st-level divination
Components
V, S
V, S
Duration
10 minutes
10 minutes
Casting Time
1 standard action
1 standard action
Range
Self
Self
You gain the ability to comprehend and verbally communicate with Beasts for the duration. The knowledge and awareness of many beasts is limited by their Intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Greatsword
Greatsword
Martial melee weapon
Cost: 50 gp
Damage: 2d6 slashing
Weight: 6 lb.
Properties: heavy, two-handed
Damage: 2d6 slashing
Weight: 6 lb.
Properties: heavy, two-handed
Pike
Pike
Martial melee weapon
Cost: 5 gp
Damage: 1d10 piercing
Weight: 18 lb.
Properties: heavy, reach (10 ft.), two-handed
Damage: 1d10 piercing
Weight: 18 lb.
Properties: heavy, reach (10 ft.), two-handed