⠀🛄 Backgrounds - JulTob/DnD GitHub Wiki

Multiclass Video

$Backgrounds$

Every story has a Beginning. Your character’s BACKGROUND reveals where you came from, how you became an adventurer, and your place in the world. Your Fighter might have been a courageous knig⁠ht or a grizzled so⁠ldier. Your Wizard could have been a sage or an Artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a BACKGROUND provides you with important story cues about your character’s identity. The most important question to ask about your BACKGROUND is what changed? Why did you stop doing whatever your BACKGROUND describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy BACKGROUND, why don’t you have more money? How did you learn the Skills of your class? What sets you apart from Ordinary people who share your background?

Proficiencies

Each BACKGROUND gives a character Proficiency in two Skills (described in “Using Ability Scores”).

In addition, most Backgrounds give a character Proficiency with one or more tools (detailed in “Equipment”).

If a character would gain the same Proficiency from two different sources, he or she can choose a different Proficiency of the same kind (skill or tool) instead.

Languages

Some Backgrounds also allow Characters to learn additional Languages beyond those given by race. See “Languages.”

Equipment

Each BACKGROUND provides a package of starting Equipment. If you use the optional rule to spend coin on gear, you do not receive the starting Equipment from your BACKGROUND.

Suggested Characteristics

A BACKGROUND contains suggested personal Characteristics based on your BACKGROUND. You can pick Characteristics, roll dice to determine them randomly, or use the suggestions as Inspiration for Characteristics of your own crea⁠tion.

Customizing a BACKGROUND

You might want to tweak some of the Features of a BACKGROUND so it better fits your character or the campaign setti⁠ng. To customize a BACKGROUND, you can replace one feature with any other one, choose any two Skills, and choose a total of two tool Proficiencies or Languages from the sample Backgrounds. You can either use the Equipment package from your BACKGROUND or spend coin on gear as described in the Equipment section. (If you spend coin, you can’t also take the equipm⁠ent package suggested for your class.) Finally, choose two Personality Traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired BACKGROUND, work with your GM to create one.

This Is Your Life: Crafting a Backstory

In the world of adventurers, no hero’s story begins at the moment they pick up their first sword or cast their first spell. Every character has a past—a life lived before the call to adventure. This chapter helps you flesh out that life, providing a series of tables and prompts to create a detailed backstory for your character.

Origins

Who Were Your Parents?

Every character begins with origins, and the first step is to determine the circumstances of your birth. Who were your parents? Where were you born? Did you have siblings, and if so, what were they like? By answering these questions, you’ll shape the early years of your character’s life.

What Was Your Childhood Like?

Next, think about who raised you. Were your parents present, or were you brought up by someone else? What kind of environment did you grow up in—was it a bustling city, a quiet village, or perhaps an isolated farm? Your childhood experiences play a crucial role in shaping your character’s personality and worldview.

Parents

d100 Parents
01-95 You know who your parents are or were.
96-00 You do not know who your parents were.

Birthplace

d100 Birthplace
01-50 Home: You were born at home.
51-55 Home of a Family Friend: You were born at the home of a family friend.
56-63 Home of a Healer: You were born at the home of a midwife, wise woman, or healer.
64-70 Temple: You were born in a temple.
71-77 Battlefield: You were born on a battlefield.
78-82 Forest: You were born in a forest.
83-86 Another Plane: You were born on another plane of existence.
87-90 Moving Vehicle: You were born in a carriage, wagon, or ship.
91-93 Alley: You were born in an alley or street.
94-95 Prison: You were born in a prison.
96-00 Unknown: You do not know where you were born.

Family and Friends

d100 Family & Friends
01-50 You grew up in a family household.
51-60 You were raised in a single-parent household.
61-70 You were raised by your grandparents.
71-80 You were raised by an extended family.
81-85 You were raised by a family friend.
86-90 You were raised in an orphanage.
91-95 You were raised by someone else entirely.
96-00 You were raised in a communal setting.

Siblings

d100 Siblings
01-50 You have no siblings.
51-75 You have one sibling.
76-85 You have two siblings.
86-95 You have three siblings.
96-00 You have four or more siblings.

Childhood Home

d100 Childhood Home
01-50 A farm or a village
51-60 A town
61-70 A city or metropolis
71-80 A castle or a palace
81-85 A monastery or temple
86-90 A military outpost
91-95 A traveling caravan
96-00 No permanent home (e.g., wilderness)

Childhood Memories

d100 Childhood Memories
01-50 I was happy and content.
51-60 I was mostly happy, but I had a hard time fitting in.
61-70 I was mostly unhappy and had few friends.
71-80 I was mostly unhappy, and I was often alone.
81-00 I was terribly unhappy, and I spent most of my time alone.

Life Events

d100 Life Events
01-10 You made a friend.
11-20 You found a trinket.
21-30 You fell in love or had a romantic encounter.
31-40 You made an enemy.
41-50 You experienced something magical.
51-60 You witnessed a tragedy.
61-70 You performed a deed of great bravery.
71-80 You committed a crime or were wrongly accused.
81-90 You encountered something strange.
91-00 You had a spiritual or mystical experience.

Tragedies

d100 Tragedies
01-10 A family member died.
11-20 You were involved in a scandal.
21-30 You suffered a financial or personal loss.
31-40 You were the victim of a crime.
41-50 You were wrongfully imprisoned or accused.
51-60 You suffered from a chronic illness or injury.
61-70 You experienced a significant failure.
71-80 You lost a friend or loved one.
81-90 You were exiled or banished.
91-00 You had a brush with death.

Personal Decisions

Why Did You Choose Your Class?

Once you’ve established your origins, consider how your character chose their path. Did a significant event push you towards a life of magic, or were you naturally inclined towards physical prowess? The tables in this section help determine the pivotal moments that led you to become the class you are now.

What Is Your Background?

Your character’s background further defines who they are and how they see the world. Were they a noble with a silver spoon or a commoner who had to fight for every scrap? This section encourages you to explore these aspects to add depth to your character.

Life Events

Major Moments

Life events are significant moments that have shaped your character’s journey. These can range from wondrous happenings to tragic losses, from battles fought to loves won or lost. Depending on your character’s age, they may have experienced several such events, each leaving an indelible mark on their personality.

Encounters and Experiences

What unusual or unique experiences has your character had? Perhaps they encountered a mysterious stranger, discovered a hidden treasure, or survived a deadly plague. These encounters can add layers to your character’s story and provide hooks for future adventures.

Supplemental Tables

Detailing Your Backstory

Throughout your character’s life, they have crossed paths with countless other people, each potentially influencing their journey. The supplemental tables offer details about these figures, from their occupation and alignment to their race and class. These details can add richness to your character’s background and provide your Dungeon Master with additional material to draw upon during the campaign.

Life Events

d100 Life Event
01-10 You suffered a tragedy. Roll on the Tragedies table.
11-20 You gained a bit of good fortune. Roll on the Boons table.
21-30 You fell in love or got married. If you roll this result again, you experienced another romantic or familial connection.
31-40 You made an enemy. Roll on the Enemies table.
41-50 You made a friend. Roll on the Friends table.
51-70 You spent time working in a job related to your background. Start the game with an extra 2d6 gp.
71-75 You met someone important. Roll on the Important NPCs table.
76-80 You went on an adventure. Roll on the Adventures table.
81-85 You had a supernatural experience. Roll on the Supernatural Events table.
86-90 You fought in a battle. Roll on the War table.
91-95 You committed a crime or were wrongly accused of doing so. Roll on the Crime table, and then roll on the Punishment table.
96-99 You encountered something magical. Roll on the Arcane Matters table.
00 Something truly strange happened to you. Roll on the Weird Stuff table.

Adventures

d100 Outcome
01-10 You nearly died. You have nasty scars to show for it, and you are missing an ear, 1d3 fingers, or 1d4 toes.
11-20 You suffered a grievous injury. Although the wound healed, it still pains you from time to time.
21-30 You were wounded, but in time you fully recovered.
31-40 You contracted a disease while exploring a filthy warren. You recovered, but the disease might flare up again at the DM’s discretion.
41-50 You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you do so with disadvantage.
51-60 You lost something of sentimental value to you during your adventure.
61-70 You were captured, and you spent 1d6 months as a prisoner before you escaped.
71-80 You encountered a friendly creature that accompanied you for 1d4 weeks before heading off on its own.
81-90 You found a considerable amount of treasure. You have 2d6 × 10 gp left from your share of it.
91-99 You found a minor magical item (of the DM’s choice).
00 You found a rare and wondrous item (of the DM’s choice).

Boons

d10 Boon
1 A friendly wizard gave you a spell scroll containing one cantrip (of the DM’s choice).
2 You saved the life of a commoner who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you but will leave if neglected, abused, or imperiled.
3 You found a riding horse.
4 You found some money. You have 1d20 gp in addition to your regular starting funds.
5 A relative bequeathed you a simple weapon of your choice.
6 You found something interesting. You gain one additional trinket.
7 You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum.
8 A friendly alchemist gifted you with a potion of healing or a vial of acid, as you choose.
9 A distant relative left you a stipend that enables you to live at the comfortable lifestyle for 1d20 years.
10 A random wizard once enchanted you with a spell. Roll a d20. On a 1, you were cursed; on a 2-20, you gain a random beneficial effect.

Crime

d8 Crime
1 Murder
2 Theft
3 Burglary
4 Assault
5 Smuggling
6 Kidnapping
7 Extortion
8 Counterfeiting

Punishment

d12 Punishment
1-3 You did not commit the crime and were exonerated after being accused.
4-6 You committed the crime or helped do so, but nonetheless the authorities found you not guilty.
7-8 You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor.
9-10 You escaped conviction by fleeing the town or city to avoid the punishment.
11-12 You were convicted, but instead of imprisonment, you were pressed into military service.

Arcane Matters

d10 Magical Event
1 You were charmed or frightened by a spell.
2 You were injured by the effect of a spell.
3 You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a wizard.
4 You drank a potion (of the DM’s choice).
5 You found a spell scroll (of the DM’s choice) and succeeded in casting the spell it contained.
6 You were affected by teleportation magic.
7 You turned invisible for a time.
8 You identified an illusion for what it was.
9 You saw a creature being conjured by magic.
10 Your fortune was read by a diviner. Roll twice on the Life Events table but don’t apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true).

Supernatural Events

d100 Supernatural Event
01-05 You were ensorcelled by a fey and enslaved for 1d6 years before you escaped.
06-10 You saw a demon and ran away before it could do anything to you.
11-15 A devil tempted you. Make a DC 10 Wisdom saving throw. On a failure, your alignment shifts one step toward evil (if it’s not evil already), and you start the game with an additional 1d20+50 gp.
16-20 You woke up one morning miles from your home, with no idea how you got there.
21-30 You visited a holy site and felt the presence of the divine there.
31-40 You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort.
41-50 You escaped certain death and believe it was the intervention of a god that saved you.
51-60 You witnessed a minor miracle.
61-70 You explored an empty house and found it to be haunted.
71-80 You were briefly possessed by an otherworldly entity.
81-90 You saw a ghost.
91-95 You were haunted by something for weeks.
96-00 A celestial or fiend visited you in your dreams to give a warning of dangers to come.

Tragedies

d12 Tragedy
1 A family member or a close friend died. Roll once on the Cause of Death supplemental table.
2 A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did.
3 You lost all your possessions in a disaster, and you had to rebuild your life.
4 You were imprisoned for a crime you didn’t commit and spent 1d6 years at hard labor, in jail, or shackled to an oar in a slave galley.
5 War ravaged your home community, reducing it to rubble and ruin. You lost everything, and you must make a new start.
6 A lover disappeared without a trace. You have been looking for that person ever since.
7 A terrible blight in your home region caused crops to fail, and many starved. You lost a sibling or some other family member.
8 You did something that brought terrible shame to you in the eyes of your family. You might eventually be able to atone for it, but until then, you are persona non grata.
9 For a reason you were never told, you were exiled from your community. You might have returned, if the reason for your banishment no longer exists.
10 A romantic relationship ended, and you are still haunted by its end.
11 A current or prospective romantic partner of yours died. Roll once on the Cause of Death supplemental table.
12 Something you did—or failed to do—caused the death of a sibling or a child.

War

d12 War Event
1 You were knocked out and left for dead. You woke up hours later with no recollection of the battle.
2 You were badly injured in the fight, and you still bear the awful scars of those wounds.
3 You ran away from the battle to save your life, but you still feel shame for your cowardice.
4 You suffered only minor injuries, and the wounds all healed without leaving scars.
5 You were captured and spent 1d6 months as a prisoner of war.
6 You were separated from your unit and had to find your way back to friendly lines on your own.
7 You led a retreat from the battlefield, and still some people call you a hero.
8 You led a charge on the battlefield, and you were later decorated for bravery.
9 You were commended by your superiors for your bravery and given a medal.
10 You made an enemy on the battlefield. Roll on the Enemies table to determine this foe’s identity and the danger this enemy poses to you.
11 You made a friend on the battlefield. Roll on the Friends table to determine this friendly character’s identity.
12 You were celebrated for a heroic act, and you were promoted by your superiors.

Weird Stuff

d12 Weird Event
1 You were turned into a toad and remained in that form for 1d4 weeks.
2 You were petrified and remained a stone statue for a time until someone freed you.
3 You were enslaved by a hag, a satyr, or some other being and lived in that creature’s thrall for 1d6 years.
4 A dragon held you as a prisoner for 1d4 months until adventurers killed it.
5 You were taken captive by drow and lived as a slave in the Underdark until you escaped.
6 You served a powerful adventurer as a hireling. You have only recently left that service.
7 You were the victim of a vampire, which bit you but did not kill you.
8 A genie granted you a wish. However, the effect was not as you intended.
9 You once headed into the Feywild but returned after 1d4 months, with no memory of what had happened.
10 You were captured by a cult and nearly sacrificed on an altar to the dark god. You escaped, but you fear they will find you.
11 You met a demigod, an archdevil, an archfey, a demon lord, or a titan, and you lived to tell the tale.
12 You were swallowed by a giant fish and spent a month in its gullet before you escaped.
graph LR
    A[Start: Life Event] --> B{Roll d100}
    
    B -->|01-10| C[Tragedy]
    B -->|11-20| D[Boon]
    B -->|21-30| E[Love or Marriage]
    B -->|31-40| F[Enemy]
    B -->|41-50| G[Friend]
    B -->|51-70| H[Work Experience]
    B -->|71-75| I[Met Important NPC]
    B -->|76-80| J[Adventure]
    B -->|81-85| K[Supernatural Event]
    B -->|86-90| L[Battle]
    B -->|91-95| M[Crime & Punishment]
    B -->|96-99| N[Arcane Matters]
    B -->|00| O[Weird Stuff]

    C --> C1[A family member or a close friend died.]
    C --> C2[A friendship ended bitterly, and the other person is now hostile to you.]
    C --> C3[You lost all your possessions in a disaster.]
    C --> C4[You were imprisoned for a crime you didn’t commit and spent time at hard labor.]
    C --> C5[War ravaged your home community, reducing it to rubble and ruin.]
    C --> C6[A lover disappeared without a trace, and you have been looking for that person ever since.]
    C --> C7[A terrible blight in your home region caused crops to fail, and many starved.]
    C --> C8[You did something that brought terrible shame to you in the eyes of your family.]
    C --> C9[You were exiled from your community for an unknown reason.]
    C --> C10[A romantic relationship ended, and you are still haunted by its end.]
    C --> C11[A current or prospective romantic partner died.]
    C --> C12[Something you did—or failed to do—caused the death of a sibling or a child.]

    D --> D1[A friendly wizard gave you a spell scroll containing one cantrip.]
    D --> D2[You saved the life of a commoner who now owes you a life debt.]
    D --> D3[You found a riding horse.]
    D --> D4[You found some money: 1d20 gp.]
    D --> D5[A relative bequeathed you a simple weapon of your choice.]
    D --> D6[You found an interesting trinket.]
    D --> D7[You performed a service for a local temple and can receive healing there.]
    D --> D8[A friendly alchemist gifted you with a potion of healing or a vial of acid.]
    D --> D9[A distant relative left you a stipend for a comfortable lifestyle for 1d20 years.]
    D --> D10[A random wizard enchanted you with a spell. You gain a random beneficial effect.]

    F --> F1[Your enemy is a person you wronged.]
    F --> F2[Your enemy is a person who believes you wronged them.]
    F --> F3[Your enemy is a rival who beat you at something.]
    F --> F4[Your enemy is someone with a grudge against you.]
    F --> F5[Your enemy is someone who envies your success.]
    F --> F6[Your enemy is a person who you have never met but has heard of you.]

    G --> G1[Your friend is an old childhood friend.]
    G --> G2[Your friend is someone who saved your life.]
    G --> G3[Your friend is someone whose life you saved.]
    G --> G4[Your friend is a former lover.]
    G --> G5[Your friend is a sibling or other family member.]
    G --> G6[Your friend is a mentor or teacher.]

    I --> I1[You met a noble or merchant with influence.]
    I --> I2[You met a local priest or cleric.]
    I --> I3[You met a military officer.]
    I --> I4[You met a minor wizard or sorcerer.]
    I --> I5[You met a skilled craftsman or artisan.]
    I --> I6[You met a famous adventurer.]

    J --> J1[You nearly died. You have scars to show for it.]
    J --> J2[You suffered a grievous injury that still pains you.]
    J --> J3[You were wounded, but fully recovered.]
    J --> J4[You contracted a disease while exploring.]
    J --> J5[You were poisoned by a trap or monster.]
    J --> J6[You lost something of sentimental value.]
    J --> J7[You were captured and spent 1d6 months as a prisoner.]
    J --> J8[You encountered a friendly creature that accompanied you for 1d4 weeks.]
    J --> J9[You found considerable treasure: 2d6 × 10 gp.]
    J --> J10[You found a minor magical item.]
    J --> J11[You found a rare and wondrous item.]

    K --> K1[You were ensorcelled by a fey and enslaved for years before escaping.]
    K --> K2[You saw a demon and ran away before it could do anything.]
    K --> K3[A devil tempted you, and you shifted one step toward evil.]
    K --> K4[You woke up miles from your home with no idea how you got there.]
    K --> K5[You visited a holy site and felt the presence of the divine.]
    K --> K6[You witnessed a bizarre happening, convinced it was an omen.]
    K --> K7[You escaped certain death, believing a god saved you.]
    K --> K8[You witnessed a minor miracle.]
    K --> K9[You explored a haunted house.]
    K --> K10[You were briefly possessed by an otherworldly entity.]
    K --> K11[You saw a ghost.]
    K --> K12[You were haunted for weeks by something.]

    L --> L1[You were knocked out and left for dead.]
    L --> L2[You were badly injured in the fight, and bear awful scars.]
    L --> L3[You ran away from the battle and still feel shame.]
    L --> L4[You suffered minor injuries that healed without scars.]
    L --> L5[You were captured and spent 1d6 months as a prisoner of war.]
    L --> L6[You were separated from your unit and had to find your way back alone.]
    L --> L7[You led a retreat and were called a hero.]
    L --> L8[You led a charge and were decorated for bravery.]
    L --> L9[You were commended by your superiors and given a medal.]
    L --> L10[You made an enemy on the battlefield.]
    L --> L11[You made a friend on the battlefield.]
    L --> L12[You were celebrated for a heroic act and promoted.]

    M --> M1[Murder]
    M --> M2[Theft]
    M --> M3[Burglary]
    M --> M4[Assault]
    M --> M5[Smuggling]
    M --> M6[Kidnapping]
    M --> M7[Extortion]
    M --> M8[Counterfeiting]
    
    M --> N1{Roll d12 for Punishment}
    N1 --> N1a[You were exonerated after being accused.]
    N1 --> N1b[You were found not guilty.]
    N1 --> N1c[You were convicted and spent time in jail or hard labor.]
    N1 --> N1d[You escaped conviction by fleeing.]
    N1 --> N1e[You were convicted but pressed into military service.]

    N --> O1[You were charmed or frightened by a spell.]
    N --> O2[You were injured by the effect of a spell.]
    N --> O3[You witnessed a powerful spell being cast.]
    N --> O4[You drank a potion.]
    N --> O5[You found a spell scroll and cast the spell.]
    N --> O6[You were affected by teleportation magic.]
    N --> O7[You turned invisible for a time.]
    N --> O8[You identified an illusion.]
    N --> O9[You saw a creature being conjured by magic.]
    N --> O10[Your fortune was read by a diviner.]

    O --> P1[You were turned into a toad for weeks.]
    O --> P2[You were petrified and remained a stone statue until freed.]
    O --> P3[You were enslaved by a hag, satyr, or other being for years.]
    O --> P4[A dragon held you prisoner for months until adventurers killed it.]
    O --> P5[You were taken captive by drow and lived as a slave in the Underdark.]
    O --> P6[You served a powerful adventurer as a hireling.]
    O --> P7[You were bitten by a vampire, but not killed.]
    O --> P8[A genie granted you a wish, but the effect was not as intended.]
    O --> P9[You headed into the Feywild and returned with no memory.]
    O --> P10[You were captured by a cult and nearly sacrificed to a dark god.]
    O --> P11[You met a demigod, archdevil, archfey, or titan, and lived to tell the tale.]
    O --> P12[You were swallowed by a giant fish and spent a month in its gullet before escaping.]