5e Backgrounds: 8 Backgrounds For Your D&D Character...
CommonerĀ
You come from a humble social rank, perhaps working as a farmer, servant, or laborer.Ā
Although your background is not as glamorous as others, you find it easy to blend in wherever you go and have a sort of folksy wisdom that can sometimes help you out of a jam.Ā
When you choose this background, choose a profession that is found among the common folk, or roll a d20 and consult the following table toĀ determineĀ yourĀ particularĀ expertise.Ā
d20Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā ResultĀ
1ā2Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā FisherĀ
3Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā ForesterĀ
4ā7Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Laborer
8ā11Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Messenger
12ā16Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Serf
17ā18Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Servant
19Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Shepherd
20Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Ā Trapper Skill Proficiencies: Investigation, Persuasion
Trait ā Salt of the Earth: Since you come from the ranks of the common folk, you fit in among them with ease.Ā
You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them.Ā
They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Suggested Equipment: Common clothes, iron pot, spade, tool kit (appropriate to your profession), 14GP, 4SP.
Guide
You know the wilderness like the back of your hand.Ā
You have spent many days andĀ nights in the wild, sometimes traveling on your own but moreĀ often leading others along rarely used tracks and paths.
Skill Proficiencies: Choose two fromĀ Animal Handling, Athletics,Ā History, Medicine, Nature andĀ Survival.
Trait ā Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you.Ā
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.
Suggested Equipment: Backpack, bedroll, hempen rope (50 ft.), tent, tinderbox, travelerās clothes, waterskin, winter blanket, 40GP, 8SP.
Guild Thief
You made a living by stealing as a member of a thievesā guild.Ā
The guild is similar to a modern organized crime syndicate.Ā
It exacts protection money from criminals and businesses alike, and uses its influence to keep the city watch focused on apprehending criminals who operate without the guildās blessing.Ā
Necessity might have driven you to this work, having no other means to provide for yourself, or you might have been an orphan taken in by a thievesā guild.Ā
Whatever your reasons, you learned how to slip into places where othersĀ would prefer you not go, neutralizing traps, locks, and sentries with uncanny skill.
Skill Proficiencies: Investigation, Stealth.
Trait ā Thievesā Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use.Ā
Creatures hearing you converse in Thievesā Cant might think you say one thing when you are actually saying something else entirely.Ā
You have learned the secret language of thieves.Ā
You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
Suggested Equipment: Thievesā tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, 18GP, 4SP.
Jester
You were employed as a jester by a noble.Ā
You performed acrobatic stunts, told jokes and stories, and provided entertainment for your employer and his or her guests.Ā
However, you also served a key role, lacing your entertainment with criticisms and observations too controversial for others to speak aloud.
Skill Proficiencies: Acrobatics, Performance
Trait ā Licensed Fool: You enjoy the rare privilege of speaking your mind with little concern for repercussions.Ā
As a jester, it is your duty to use comedy to point out the absurdities of the world.Ā
You can criticize through the lens of humor without offense.Ā
In addition, you can gain access to nobles in order to perform.Ā
When traveling, you can usually find a meal and a place to stay in the local castle or manor house in return for a performance.
Suggested Equipment: Jesterās motley, tin scepter, musical instrument (your choice), book of bawdy poems and jokes, travelerās clothes, 38GP.
Knight
You have successfully completed your training as a squire and earned the title of knight.Ā
Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land.Ā
You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.
Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion and Survival
Trait ā Knightās Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay.Ā
Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.
Suggested Equipment:Ā lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), travelerās clothes, 32GP, and 5SP.
Minstrel
You wander the land performing music, telling tales, and entertaining audiences with your talents.Ā
Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.
Skill Proficiencies: Performance, Persuasion
Trait ā Noted Performer: You can always find a place to perform, usually in an inn or tavern.Ā
At such a place, you receive free lodging and food (within reason) as long as you perform each night.Ā
In addition, your performance makes you something of a local figure.Ā
When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Equipment: Fine clothes, ink, musical instrument (your choice), paper (five sheets), traveler's clothes, 27GP.
Priest
You have pledged your life to serve a god, pantheon of gods, or philosophy.Ā
You serve as an intermediary between your chosen power and the mortal world, conducting sacred rites, offering sacrifices, and expounding the teachings of your faith to those you meet.Ā
When you choose this background, select a deity or power.Ā
Your knowledge and experience is drawn from your time as a priest in the service of that faith.
Skill Proficiencies: Religion, InsightĀ
Trait ā Temple Services: You belong to a specific temple dedicated to your chosen power.Ā
You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith.Ā
While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.Ā
Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.
Suggested Equipment: Holy symbol, flask of holy water, ink, ink pen, paper (ten sheets), vestments, 3GP, 9SP, 8CP.
Thug
Years of being a street tough have given you an aura of menace.Ā
Your look communicates a basic message to those who annoy you: Youād as soon break their knees as receive an apology.Ā
Threats and bullying tactics come easily to you.Ā
Your demeanor has landed you jobs with less-Āthan-Āreputable organizations in the past, where youāve provided both protection and muscle.
Skill Proficiencies: Intimidation, Athletics
Trait ā Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence.Ā
When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Suggested Equipment: Sap (equivalent to club), tattoo, half of a set of manacles, common clothes, 28GP, 4SP.













