Backgrounds Plus
The Baseline backgrounds on top of homebrew backgrounds that feel like nimble.
You're cursed to daywalk as an unholy vampire half-breed, craving the blood as much as you loathe it.
- Magical healing only heals you for half.
- When you damage a Bloodied creature in melee, you may heal for that amount (1/encounter).
Made by Santuric & SanityWithIn
You survived an encounter with a dragon, scarred. Now your every waking hour is dedicated to studying them for hope that you finally cross paths again. Advantage for skill checks related to dragon. When you roll a critical hit against a dragon, add half your LV to the damage.
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.
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.
(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, 1/day.
Checks you make related to bees, candles, and all other light sources are made with advantage.
You always carry an seemingly unlimited amount of candles with you (cast light up to 3 spaces) and as a free action you can light them even in complete darkness.
Checks you make related to menial tasks of a day laborer would perform are made with advantage.
During Field Rests you add 2xSTR (instead of once) when you expend your Hit Dice to recover HP.
You gain advantage on rolls to see if someone is trustworthy. If somebody betrays you, you gain an Inspiration Point.
You transform into a feral beast on the night of the full moon. While transformed:
- Your physical attacks gain Vicious.
- You gain resistance to physical damage.
- Roll your Hit Die at the beginning of each of your turns in combat. On a 1, the GM controls you for the rest of that turn.
Made by Santuric & SanityWithIn
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.
Made by Kazok the Goblin & SanityWithIn
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.
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, roll your Hit Dice with advantage while in the wild.
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.
(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.
Advantage on all Lore checks related to knowledge about items, facts, or events that happened more than 100 years ago.
While dressed or behaving inconspicuously, your Hide DC becomes 13 (instead of 15) and you have Advantage on Dexterity (Stealth) checks to avoid notice. Additionally, creatures with no reason to suspect you as a threat will naturally overlook your presence unless you directly draw attention to yourself.
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.
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.
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.
Made by Santuric & SanityWithIn
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.
(Req. 0 or negative INT at character creation.) Reroll an INT-related skill check, 1/day. Reroll a failed INT save with advantage, 1/Safe Rest.
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.
(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).
Can be thrown by a larger ally, REALLY far. Half damage from falling and forced movement.
You take half damage from all magical effects, double from weapons made of metal (before armor is applied).
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.
Checks you make related to metals and smithing are made with advantage.
During a safe rest you can change the weapon dice of one metal weapon as long as their max value stays the same (2d6 » d12, 1d8 » 2d4, etc.).
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.
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?!"
Checks you make related to your religion and common beliefs are made with advantage.
Pray. (WIL/Safe Rest) Action: One of your allies within Reach 2 can perform an Inspired action.
1/per location (or at the GM's discretion). You happen to know JUST the person who has the information you're looking for, or could get you out of a jam, and… Roll 1d20:
- 1–5. They want you DEAD.
- 6–12. You owe them money.
- 13–19. They can be convinced to help you..
- 20. They are your biggest fan/are madly in love with you.
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.
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.