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customize

it with the rules in the “Build Your Feat. Choose one 1st-level Feat. Your character
Background” section. gains that Feat.
Equipment. Your character gains 50 GP to spend
No matter which Background you choose, on starting equipment. The character keeps any
consider these questions from your character’s unspent GP as spare coin.
viewpoint:

• How does your Background influence your ABILITY SCORE INCREASES FROM ELSEWHERE
current worldview? Since 2014, characters have received ability score
• Do you embrace or reject your Background? increases from several sources, either from a Race
• Did you form any relationships during your that has the Ability Score Increase trait or from
Background that endure today? the ability score rules in Tasha’s Cauldron of
Everything, Monsters of the Multiverse, and other
BUILD YOUR BACKGROUND books. If you make a character using one of those
older sources and get ability score increases from
Using the rules here, you can build a it, the character doesn’t also get ability score
Background from scratch or customize a increases from Background, unless you forgo the
premade Background, focusing on details older ability score increases to gain the increases
related to the backstory you have in mind for from the Background rules here.
your character.
When you build a Background, your character SAMPLE BACKGROUNDS
gains the features in the “Background Features”
Here is a collection of sample Backgrounds that
section below. As you make choices for those
you can choose from when making a character.
features, think about your character’s past.
These Backgrounds were built using the rules in
Where did they spend most of their time? What
did they do for a living? What capabilities and the “Build Your Background” section, and each
possessions did they acquire? What language of them contains story-oriented details that are
did they learn from their family, associates, or meant inspire you as you think of your
character’s backstory.
studies? How did their past affect their ability
The Feats mentioned in the Backgrounds
scores?
appear later in this document.
If you instead decide to customize a premade
Background, you can choose any features in that
Background and replace them with the features
ACOLYTE
below of the same name. For example, if you Ability Scores: +2 Wisdom, +1 Intelligence
want to change a Background’s Language Skill Proficiencies: Insight, Religion
feature, you can replace that feature with the Tool Proficiency: Calligrapher’s Supplies
Language feature below. Language: Celestial
Feat: Magic Initiate (Divine)
Background Features
Ability Scores. When you determine your You devoted yourself to service in a temple,
character’s ability scores, choose two of them, either nestled in a town or secluded in a sacred
and increase one by 2 and the other one by 1. grove. There you performed hallowed rites in
Alternatively, choose three ability scores, and honor of a god or pantheon. You served under a
increase each of them by 1. priest and studied religion. Thanks to your
Skill Proficiencies. Choose two Skills. Your priest’s instruction and your own devotion, you
character gains Proficiency in them. also learned how to channel a modicum of
divine power in service to your place of worship
Tool Proficiency. Choose one tool. Your character
and the people who prayed there.
gains Tool Proficiency* with it.
Language. Choose one language from the Equipment
Standard Languages and Rare Languages tables Book (Prayers) Parchment (10 sheets)
(these appear later in the document). Your Calligrapher’s Supplies Robe
character knows that language. Holy Symbol 3 GP

©2022 Wizards of the Coast LLC 11


Language: Thieves’ Cant
ARTISAN Feat: Alert
Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Investigation, Persuasion You learned to earn your coin in dark alleyways,
Tool Proficiency: Artisan’s Tools* (one of your cutting purses or burgling shops. Perhaps you
were part of a small gang of like-minded
choice)
wrongdoers, who looked out for each other. Or
Language: Gnomish
maybe you were a lone wolf, fending for
Feat: Crafter
yourself against the local thieves’ guild and
older, more fearsome lawbreakers.
You began mopping floors and scrubbing
counters in an artisan’s workshop for a few Equipment
coppers per day as soon as you were strong
Crowbar Thieves’ Tools
enough to carry a bucket. When you were
Dagger (2) Traveler’s Clothes
finally old enough to apprentice, you learned to
Pouch (2) 16 GP
create basic crafts of your own, as well as how
to sweet-talk the occasional demanding
customer. As part of your studies, you picked up CULTIST
Gnomish, the tongue from which so many of the Ability Scores: +2 Intelligence, +1 Charisma
artisan’s terms of art are derived. Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Equipment Language: Abyssal
Abacus Pouch (2) Feat: Magic Initiate (Arcane)
Artisan’s Tools (same as Traveler’s Clothes
above) 25 GP You scarcely recall what drove you into the
Merchant’s Scale service of the otherworldly being. Those
memories were blotted out long ago by
CHARLATAN recurrent dreams of midnight gatherings round
Ability Scores: +2 Charisma, +1 Dexterity the obsidian pillar in the glade. By the light of
Skill Proficiencies: Deception, Sleight of Hand each waning moon, the hierophants instructed
Tool Proficiency: Forgery Kit you in the being’s creed and the rudiments of
Language: Infernal the arcane arts. When you came of age, you
Feat: Skilled were ordered to blend in among the
nonbelievers and await whatever mission the
Soon after you were old enough to order an ale, Great One has in store for you.
you already had a favorite stool in every tavern
within ten miles of where you were born. As Equipment
you traveled the circuit from public house to Bell Lamp
watering hole, you learned to prey on the Common Clothes Robe
unfortunates who were in the market for a Dagger 19 GP
comforting lie or two—perhaps a sham potion Disguise Kit
or a forged “treasure map.” You are fluent in
Infernal, the ancient language of deception. ENTERTAINER
Ability Scores: +2 Charisma, +1 Dexterity
Equipment Skill Proficiencies: Acrobatics, Performance
Costume Forgery Kit Tool Proficiency: Musical Instrument* (one of
Fine Clothes 15 GP your choice)
Language: Elvish
CRIMINAL Feat: Musician
Ability Scores: +2 Dexterity, +1 Intelligence
Skill Proficiencies: Sleight of Hand, Stealth You spent much of your youth following roving
Tool Proficiency: Thieves’ Tools fairs and carnivals, performing odd jobs for
musicians and acrobats in exchange for lessons.

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You may have learned how to walk a tightrope, Equipment
how to double pick a lute, or how to recite Chain Smith’s Tools
Elvish poetry with the impeccable trills of an elf Costume Traveler’s Clothes
poet. To this day, you thrive on applause and Healer’s Kit 15 GP
long for the stage. Javelin (6)
Equipment
GUARD
Costume (2) Steel Mirror
Ability Scores: +2 Strength, +1 Wisdom
Musical Instrument Traveler’s Clothes
Skill Proficiencies: Athletics, Perception
(same as above) 8 GP
Tool Proficiency: Gaming Set* (one of your
Perfume
choice)
Language: Dwarvish
FARMER Feat: Alert
Ability Scores: +2 Constitution, +1 Wisdom
Skill Proficiencies: Animal Handling, Nature Your feet begin to ache when you remember the
Tool Proficiency: Carpenter’s Tools countless hours you spent at your post in the
Language: Halfling tower. You were trained to keep one eye
Feat: Tough outside the wall, watching for marauders
sweeping from the nearby forest, and your
You grew up close to the land. Years tending other eye inside the wall, searching for
animals and cultivating the earth rewarded you cutpurses and troublemakers. At the end of
with patience and good health. You have a keen each shift, you bunked in the mayor’s barracks
appreciation for nature’s bounty alongside a alongside your fellow sentries and the dwarven
healthy respect for nature’s wrath. Like many smiths who kept your armor snug and your
farmers, you made frequent use of the weapons sharp.
agricultural almanacs produced by the greatest
halfling farmers. Equipment
Crossbow Bolt (20) Manacles
Equipment Gaming Set (same as Quiver
Carpenter’s Tools Sickle above) Spear
Healer’s Kit Traveler’s Clothes Hooded Lantern Traveler’s Clothes
Iron Pot 23 GP Light Crossbow 12 GP
Shovel
GUIDE
GLADIATOR Ability Scores: +2 Wisdom, +1 Dexterity
Ability Scores: +2 Strength, +1 Charisma Skill Proficiencies: Stealth, Survival
Skill Proficiencies: Athletics, Performance Tool Proficiency: Cartographer’s Tools
Tool Proficiency: Smith’s Tools Language: Giant
Language: Orc Feat: Magic Initiate (Primal)
Feat: Savage Attacker
You came of age in the outdoors, far from
Your first few appearances in the gladiatorial settled lands. Your home? Anywhere you chose
pits led you to appreciate every one of the scars to unfurl your bedroll. There are wonders on
you carry from your instructors and sparring the frontier—strange monsters, pristine forests
partners. Each scar was a lesson that taught you and streams, overgrown ruins of great halls
how to best your opponents and curry favor once trod by giants—and you learned to fend
with the crowds your brawls entertained. Your for yourself as you explored them. From time to
time in the pits left you with a strong hand and time, you traveled with a pair of friendly druids
a strong heart. You’ll forever share a who were kind enough to instruct you in the
remarkable bond with the other pit fighters in fundamentals of channeling the magic of the
your stable—humans, dragonborn, dwarves, wild.
and orcs—hardened warriors all.

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Equipment Equipment
Arrow (20) Shortbow Bullseye Lantern Mess Kit
Bedroll Tent Common Clothes Oil (1 flask)
Cartographer’s Tools Traveler’s Clothes Handaxe Shovel
Fishing Tackle 2 GP Light Hammer Waterskin
Quiver Mason’s Tools 15 GP

HERMIT NOBLE
Ability Scores: +2 Wisdom, +1 Constitution Ability Scores: +2 Charisma, +1 Intelligence
Skill Proficiencies: Medicine, Religion Skill Proficiencies: History, Persuasion
Tool Proficiency: Herbalism Kit Tool Proficiency: Gaming Set* (one of your
Language: Sylvan choice)
Feat: Magic Initiate (Primal) Language: Draconic
Feat: Skilled
You spent your early years secluded in a hut or
monastery located well beyond the outskirts of You were raised in a castle as a creature of
the nearest settlement. In those days, your only wealth, power, and privilege—none of it earned.
companions were the creatures of the forest, Your family are minor aristocrats who saw to it
who would occasionally visit to bring news of that you received a first-class education, some
the outside world and supplies. The quiet and of which you appreciated and some of which
solitude you found in your time outside society you resented. (Was it truly necessary to read all
allowed you to spend many hours pondering those ancient histories in their original
the mysteries of creation, attuning your mind to Draconic?) Your time in the castle, especially
the magical energy flowing through the natural the many hours you spent observing your
world. family at court, also taught you a great deal
about leadership.
Equipment
Bedroll Oil (3 flasks) Equipment
Book (Philosophy) Quarterstaff Fine Clothes Signet Ring
Fishing Tackle Traveler’s Clothes Gaming Set 24 GP
Herbalism Kit 15 GP Perfume
Lamp
PILGRIM
LABORER Ability Scores: +2 Wisdom, +1 Constitution
Ability Scores: +2 Constitution, +1 Strength Skill Proficiencies: Religion, Survival
Skill Proficiencies: Athletics, Survival Tool Proficiency: Musical Instrument* (one of
Tool Proficiency: Mason’s Tools your choice)
Language: Dwarvish Language: Halfling
Feat: Tough Feat: Healer

Your apprenticeship consumed the better part You and a group of like-minded believers—
of your youth. First, you learned to cut and mostly humans and halflings—once endeavored
polish a stone. After several years of polishing to walk a thousand miles of road to reach a
stones, you learned how to cement those stones faraway shrine. Priests counseled at the outset
into a wall. After several years building walls, that, long after your journey was complete,
you learned to join your walls to form a you’d come to realize that you found the key to
structure. The structures you built were your salvation not at your destination, but
exceptionally durable. The masons who taught somewhere along the road that led there.
you were taught by even older masons who
were taught by dwarf artisans of old.

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Equipment Tool Proficiency: Gaming Set* (one of your
Bedroll Rations (2 days) choice)
Healer’s Kit Traveler’s Clothes Language: Goblin
Holy Symbol 16 GP Feat: Savage Attacker
Musical Instrument
You began training for war at such an early age
SAGE that you carry only a precious few memories of
Ability Scores: +2 Intelligence, +1 Wisdom what life was like before you took up arms.
Skill Proficiencies: Arcana, History Battle is in your blood. Sometimes you catch
Tool Proficiency: Calligrapher’s Supplies yourself reflexively performing the basic
fighting exercises you learned as a youth.
Language: Elvish
Eventually, you put that training to use on the
Feat: Magic Initiate (Arcane)
battlefield, protecting the realm by waging war
and studying the strategies of goblinoid
You spent your formative years traveling
generals.
between manors and monasteries, performing
various odd jobs and services in exchange for Equipment
access to their libraries. You wiled away many a
Arrow (20) Shortbow
long evening with your nose buried in books
Gaming Set (same as Spear
and scrolls, learning the lore of the multiverse—
above) Traveler’s Clothes
even the rudiments of magic—and your mind
only yearns for more. Healer’s Kit 14 GP
Quiver
Equipment URCHIN
Book (History) Quarterstaff Ability Scores: +2 Dexterity, +1 Wisdom
Calligrapher’s Supplies Robe Skill Proficiencies: Insight, Stealth
Parchment (8 sheets) 8 GP Tool Proficiency: Thieves’ Tools
Language: Common Sign Language
SAILOR Feat: Lucky
Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Acrobatics, Perception You grew up on the streets, surrounded by
Tool Proficiency: Navigator’s Tools similarly ill-fated castoffs, a few of them friends
Language: Primordial and a few of them rivals. You slept where you
Feat: Tavern Brawler could and did odd jobs for food. At times, when
the hunger became unbearable, you resorted to
Thus far, you’ve spent most of your days living theft. Still, you never lost your pride and never
the life of a seafarer, wind at your back and abandoned hope. Fate is not yet finished with
decks swaying beneath your feet, as you sailed you.
toward your next adventure. You’ve perched on
barstools in more ports of call than you can Equipment
remember, faced down mighty storms, and Bedroll Pouch
swapped stories with the folk who live beneath Common Clothes Thieves’ Tools
the waves. Dagger (2) 18 GP
Gaming Set
Equipment
Dagger Silk Rope STARTING LANGUAGES
Fishing Tackle Traveler’s Clothes
Navigator’s Tools 10 GP Your character begins play knowing at least
three languages: Common, a language provided
by the character’s Background, and a language
SOLDIER that you choose from the Standard Languages
Ability Scores: +2 Strength, +1 Constitution table below. Knowledge of a language means
Skill Proficiencies: Athletics, Intimidation

©2022 Wizards of the Coast LLC 15


your character can communicate in that Prerequisite. You must meet any prerequisite
language and can read and write it. specified in a Feat to take that Feat. If you lose
The Standard Languages table lists languages a Feat’s prerequisite, you can’t use that Feat
that are widespread on D&D worlds in the until you regain the prerequisite.
Material Plane, and the Rare Languages table Repeatable. If a Feat is repeatable, you can take
lists languages that are more rarely known on it more than once. If it isn’t repeatable, you
those worlds. In each table, typical users of a can take the Feat only once.
language are mentioned.
FEAT DESCRIPTIONS
STANDARD LANGUAGES Here are the descriptions of Feats mentioned in
Language Typical Users this document’s Backgrounds. The Feats are
Common Anyone presented in alphabetical order.
Common Sign Language Anyone
Dwarvish Dwarves ALERT
Elvish Elves 1st-Level Feat
Giant Giants
Prerequisite: None
Gnomish Gnomes Repeatable: No
Goblin Goblinoids
Halfling Halflings Always on the lookout for danger, you gain the
Orc Orcs following benefits:

Initiative Proficiency. When you roll Initiative,


RARE LANGUAGES you can add your Proficiency Bonus to the
Language Typical Users roll.
Abyssal Demons Initiative Swap. Immediately after you roll
Celestial Celestials Initiative, you can swap your Initiative with
Deep Speech Aberrations the Initiative of one willing ally in the same
Draconic Dragons combat. You can’t make this swap if you or the
Druidic Druids ally is Incapacitated.*
Infernal Devils
Primordial (includes the Elementals CRAFTER
Aquan, Auran, Ignan, 1st-Level Feat
and Terran dialects) Prerequisite: None
Sylvan Fey Repeatable: No
Thieves’ Cant Rogues You are adept at crafting things and bargaining
Undercommon Underdark folk with merchants, granting you the following
benefits:
FEATS Tool Proficiency. You gain Tool Proficiency*
This section offers a collection of 1st-level Feats, with three different Artisan’s Tools* of your
which are special features not tied to a single choice.
Class. At 1st level, your character gains a Feat Discount. Whenever you buy a nonmagical
from the character’s Background. item, you receive a 20 percent discount on it.
Faster Crafting. When you craft an item using a
PARTS OF A FEAT tool with which you have Tool Proficiency, the
The description of a Feat contains the following required crafting time is reduced by 20
parts, which are presented after the Feat’s percent.
name: HEALER
Level. Each Feat has a level. To take a Feat, your 1st-Level Feat
level must equal or exceed the Feat’s level. Prerequisite: None
Repeatable: No

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You have the training and intuition to 1st-Level Spell. Choose one 1st-level Spell from
administer first aid and other care effectively, the Spell list. You always have that Spell
granting you the following benefits: prepared. You can cast it once without a Spell
Slot, and you regain the ability to cast it in
Battle Medic. If you have a Healer’s Kit, you can that way when you finish a Long Rest.* You
expend one use of it and tend to a creature can also cast the Spell using any Spell Slots
within 5 feet of you as an Action. That you have.
creature can expend one of its Hit Dice, and
you then roll that die. The creature regains a Intelligence, Wisdom, or Charisma is your
number of Hit Points equal to the roll plus spellcasting ability for these Spells (choose
your Proficiency Bonus. when you select this Feat). Consult the Player’s
Healing Rerolls. Whenever you roll a die to Handbook for the rules on spellcasting.
determine the number of Hit Points you Whenever you gain a new level, you can
restore with a spell or with this feat’s Battle replace one of the Spells you chose for this Feat
Medic benefit, you can reroll the die if it rolls with a different Spell of the same level from the
a 1, and you must use the new roll. chosen Spell list.

LUCKY MUSICIAN
1st-Level Feat 1st-Level Feat
Prerequisite: None Prerequisite: None
Repeatable: No Repeatable: No
You have inexplicable luck that can kick in at You are a practiced musician, granting you the
just the right moment, granting you the following benefits:
following benefits:
Instrument Training. You gain Tool
Luck Points. You have a number of Luck Points Proficiency* with three Musical Instruments*
equal to your Proficiency Bonus. You can of your choice.
spend the points on the benefits below, and Inspiring Song. As you finish a Short Rest or a
you regain your expended Luck Points when Long Rest, you can play a song on a Musical
you finish a Long Rest.* Instrument with which you have Tool
Advantage. Immediately after you roll a d20 for Proficiency and give Inspiration* to allies who
a d20 Test,* you can spend 1 Luck Point to hear the song. The number of allies you can
give yourself Advantage on the roll. affect in this way equals your Proficiency
Disadvantage. When a creature rolls a d20 for Bonus.
an attack roll against you, you can spend 1
Luck Point to impose Disadvantage on that SAVAGE ATTACKER
roll. 1st-Level Feat
Prerequisite: None
MAGIC INITIATE Repeatable: No
1st-Level Feat
You have trained to deal particularly damaging
Prerequisite: None
strikes. When you take the Attack Action and hit
Repeatable: Yes, but you must choose a
a target with a Weapon as part of that Action,
different Spell list each time
you can roll the Weapon’s damage dice twice
You have learned the basics of a particular and use either roll against the target. You can
magical tradition. Choose one Spell list: Arcane,* use this benefit only once per turn.
Divine,* or Primal.* You gain the following
benefits related to that choice: SKILLED
1st-Level Feat
Two Cantrips. You learn two cantrips of your
choice from the Spell list. Prerequisite: None
Repeatable: Yes

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You have exceptionally broad learning. Choose ARCANE SPELLS
three Skills in which you lack Proficiency. You
gain Proficiency in those Skills. An Arcane Spell draws on the ambient magic of
the multiverse. Bards, Sorcerers, Warlocks, and
TAVERN BRAWLER Wizards harness this magic, as do Artificers. For
1st-Level Feat a partial list of Arcane Spells, see the “Spell
Lists” section later in this document.
Prerequisite: None
Repeatable: No ARTISAN’S TOOLS
Accustomed to brawling, you gain the following Artisan’s Tools are a category of tool with which
benefits: a character can gain Tool Proficiency. For a list
of Artisan’s Tools, see the 2014 Player’s
Enhanced Unarmed Strike. When you hit with
Handbook, but ignore the prices there; those
your Unarmed Strike* and deal damage, you
tools now cost 15 GP apiece.
can deal Bludgeoning Damage equal to 1d4 +
your Strength modifier, instead of the normal
damage of an Unarmed Strike. CREATURE TYPE
Damage Rerolls. Whenever you roll a damage Every creature in D&D, including every player
die for your Unarmed Strike, you can reroll character, has a special tag in the rules that
the die if it rolls a 1, and you must use the new identifies the type of creature they are. Most
roll. player characters are of the Humanoid type.
Shove. When you hit a creature with an Here’s a list of the game’s Creature Types in
Unarmed Strike as part of the Attack Action alphabetical order:
on your turn, you can deal damage to the
target and also push it 5 feet away. You can Aberration Fiend
use this benefit only once per turn. Beast Giant
Furniture as Weapons. You can wield Celestial Humanoid
furniture as a Weapon, using the rules of the Construct Monstrosity
Greatclub for Small or Medium furniture and Dragon Ooze
the rules of the Club for Tiny furniture. Elemental Plant
Fey Undead
TOUGH
1st-Level Feat These types don’t have rules themselves, but
Prerequisite: None some rules in the game affect creatures of
Repeatable: No certain types in different ways. For example, the
description of Cure Wounds specifies that the
Your Hit Point Maximum increases by an Spell doesn’t benefit a Construct.
amount equal to twice your character level
when you gain this Feat. Whenever you gain a D20 TEST
level thereafter, your Hit Point Maximum
increases by an additional 2 Hit Points. The term d20 Test encompasses the three main
d20 rolls of the game: ability checks, attack
rolls, and saving throws. If something in the
RULES GLOSSARY game affects d20 Tests, it affects all three of
This glossary includes game terms that have those rolls.
new or revised meaning in these playtest rules, The DM determines whether a d20 Test is
as well as terms, such as Creature Type, that warranted in any given circumstance. To be
aren’t defined in the 2014 Player’s Handbook. warranted, a d20 Test must have a target
The terms are organized alphabetically. number no less than 5 and no greater than 30.
If a term doesn’t appear here, use its
definition in the 2014 Player’s Handbook. ROLLING A 1
If you roll a 1 on the d20, the d20 Test
automatically fails, regardless of any modifiers
to the roll.

©2022 Wizards of the Coast LLC 18

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