(Former) Con Artist
You can forge most documents or mimic voices flawlessly. You have a criminal contact in most major cities. However, your reputation often precedes you—until you prove yourself to be trustworthy.
(Secretly) Undead
Unnatural Resilience: You are immune to disease and do not need to eat, drink, or breathe. Children, animals, and Celestials are uneasy in your presence; many will be horrified to discover your true nature.
Academy Dropout
School just isn't for everyone! You learn by experience in the real world (or at least that's what you tell yourself). Learn any 1 Utility Spell.
Accidental Acrobat
(Req. 0 or negative DEX at character creation.) Whenever you fail a DEX-related roll (e.g., DEX attack, DEX save, Stealth check, Finesse check), you may roll again. If you still fail, the consequences are BAD.
Acrobat
Can be thrown by a larger ally, REALLY far. Half damage from falling and forced movement.
Arena Fighter
You have fought your fair share of duels, and you know how to get the audience riled up. While fighting in an arena setting, you have advantage on skill checks related to performing for the audience or intimidating your opponent.
(by Santuric)
At Home Underground
You can dig twice as fast as others. Safe resting locations underground always count as Lavish lodging for you. You struggle to rest (INT save) while it's raining. "Water… from the SKY?!"
Back Out of Retirement
You've forgotten more than most adventurers these days know! Talk with your GM, what made you come out of retirement?
- **Let's see if I remember how to do this...** You may gain 1 Wound to use an ability or cast a spell as if you were 1 level higher.
- **These old bones.** Your age has long since started to show. –1 max Wounds.
Bounty Hunter
You're polite, efficient, and you have a plan to kill everyone you meet. Getting your hands dirty is just part of the job. You usually know where to find bounties in new cities. You may Assess for free in combat, 1/encounter.
(by Kazok the Goblin)
Bumblewise
(Req. 0 or negative WIL at character creation.) A result of 1 or less on any WIL-related roll counts as a natural 20 (WIL save, Naturecraft, Perception, Influence, or Insight check).
Common
You're a nobody. People seem to overlook you both in and out of combat, at least until they see you attack something or perform some notable act.
(by Plot-Relevant Commoner)
Daydreamer
You tend to zone out, lost in thought, dreaming. Disadvantage on Perception. (1/Safe Rest) Free Reaction: Become immune to psychic damage until the start of your next turn.
(by Plot-Relevant Commoner)
Determined
You're known to be stubborn and headstrong. When you would fail a save or skill check, you may reroll it. If you fail the reroll, the consequences are spectacularly bad. 1/Safe Rest.
(by Plot-Relevant Commoner)
Devoted Protector
Choose 1 ally in your party. You can survive +3 max Wounds as long as they are nearby. Whenever they take a Wound, you do too.
Ear to the Ground
Advantage on checks to know or obtain gossip for events that will soon happen or have happened less than 1 year ago.
Exile
For one reason or another you were exiled from your former home. You have knowledge of a network of people who are either also in exile, or sympathetic to your plight. They may be convinced to help you.
(by The Rotten Pixie)
Fearless
You are immune to the Frightened condition. +1 Initiative. –1 Armor.
Fey Touched
You take half damage from all magical effects, double from weapons made of metal (before armor is applied).
Field Chef
You know just the trick to making a hearty meal while on the road. When you Field Rest you may cook a meal that restores 1 Hit Die for you and your allies, 1/day.
(by Plot-Relevant Commoner)
Forgemate
Your calloused, scorched hands mark you as a friend in smithing circles. Smiths are easier to haggle with, and may even let you use their forge. +1 Might and Examination.
(by Kazok the Goblin)
Haunted Past
You are haunted by voices that occasionally give you cryptic advice. The voices are sometimes VERY helpful. Other times they only want to see you suffer. Advantage against fear. Ear to the Ground. Advantage on checks to know or obtain gossip for events that will soon happen or have happened less than 1 year ago.
History Buff
Advantage on all Lore checks related to knowledge about items, facts, or events that happened more than 100 years ago.
Home at Sea
Recover twice as many Wounds and HP while resting on a ship or near water. You can fill in for a first mate or captain in a pinch. Advantage on water-related skill checks.
Hunted
You're on the run, always wary. One day they will find you. You cannot be surprised, and you always roll a minimum of 10 on Initiative.
(by Plot-Relevant Commoner)
Insecure
You may choose to automatically fail a skill check with catastrophic results. When you do so, you gain Inspiration. 1/Safe Rest.
(by Plot-Relevant Commoner)
Iron Gut
You should probably see a doctor, because what you have doesn't seem natural – or maybe you're just a kobold. You can eat pretty much anything, and you have advantage against poison saves. When you eat a full meal during a Safe Rest or Field Rest, you gain KEY temporary HP.
(by The Rotten Pixie)
Kind of a Big Deal
You're obviously much more important than the average person. Each of your allies can Interpose for you for free, 1/round. You're sometimes able to skip queues.
(by Plot-Relevant Commoner)
Long Lost
You've spent a long time lost in the wilds, which has given you an innate sense of direction. You always know the approximate direction of north and the way you came from in dungeons. If only you could find your way home…
(by Plot-Relevant Commoner)
Made a BAD Choice
Start with 500 or 1000 extra gold, or an uncommon/rare magical item (that your GM allows). Gain an equally powerful curse or enemy who wants it back. If you choose this background, your GM may allow you to choose another.
Overconfident
Come on then, you can take it! You never believed what your ancestor said about overconfidence anyways. +2 max HP per level. +2 armor. Attacks never miss you.
(by Kazok the Goblin, SanityWithIn)
Overprepared
You usually have just the thing you need. You may withdraw a common tool or item from your pack when it is needed, even if you never mentioned it before, 1/Safe Rest. -3 inventory slots.
(by SanityWithIn, Santuric)
Peg Leg
Thump! Thump! Thump! You lost one of your legs in combat. Or was it an accident? Seafaring folk find it respectable, at least. -1 Speed. +2 Armor.
(by Plot-Relevant Commoner)
Plucky Wannabe Hero
You got moxie kid. People like the cut of your jib. You're just looking for that one opportunity to truly make waves. While you are Dying, you have advantage on your STR saves, and taking damage causes 1 fewer wounds.
(by The Rotten Pixie)
Raised by Goblins
You speak Goblin natively (much better than one who has learned it later in life). You automatically notice and can avoid crudely-made traps and have advantage to notice and disarm more sophisticated traps.
You can choose any other ancestry to be raised by instead, and exchange the known language and get 1 helpful/iconic ability those people would inculcate (e.g., Dwarves know Dwarvish and are very good with smithing or stonecraft).
Scribe
You've spent a lot of time writing and transcribing various tomes and scrolls. You know two additional languages, but only in writing. You always succeed when using spell scrolls.
(by Kazok the Goblin)
So Dumb I'm Smart Sometimes
(Req. 0 or negative INT at character creation.) Reroll a failed INT-related skill or save with advantage, 2/Safe Rest.
Street-smart
You might not have a lot of book smarts, but you still know how to get stuff done. You cannot read or write. Gain advantage on a skill check, 1/Safe Rest.
(by Plot-Relevant Commoner)
Survivalist
You never run out of your own personal rations. Anything can be food if you try hard enough! Advantage against poison saves. +1 max Hit Die.
(1/Safe Rest) End poison on yourself.
Taste for the Finer Things
You always have up-to-date knowledge of the customs and dress of the upper classes and may even know many of their secrets. Advantage on Influence checks with the upper class.
Thuggish
You are brutish and mean. Why solve problem with word, when fist do trick? When you hit a creature in melee, they become Frightened until the start of your next turn, 1/Safe Rest.
(by Plot-Relevant Commoner)
Tradesman, Artisan
Choose a profession (Baker/Cook, Smith, Stonemason, Weaver, Leatherworker, etc.). Checks you make related to that profession are made with advantage. You also retain special knowledge related to your profession.
Treasure Hunter
This is not your first time adventuring. Some might call you lucky, you would call it experience. You know the approximate value of artifacts and treasure. You may gain advantage on a skill check while raiding a tomb or exploring a dungeon, 1/Safe Rest.
(by Kazok the Goblin)
Wild Child
You were raised by wild beasts and know how to communicate with animals using simple noises and body language. You are unfamiliar with civilization and have disadvantage on Influence checks in civilized society.
(by Plot-Relevant Commoner)
Wild One
Whether it is the sticks or flowers in your hair, your smell, or the way you carry yourself, wild creatures are less frightened of you and more willing to aid you. +1 Naturecraft. While Field Resting, Hit Dice recover +KEY HP in the wild.
Wily Underdog
(Req. 0 or negative STR at character creation.) Reroll a failed STR-related roll (e.g., STR attack, STR save, Might check) and use another stat instead, 2/safe rest.