Professional Documents
Culture Documents
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
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.
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