Backgrounds | 5E.24

Your character's background is a collection of characteristics that represent the place and occupation that were most formative before your character embarked on a life of adventure. Each background includes a brief narrative of what your character's past might have been like. Alter the details of this narrative however you like.
 
Parts of a Background
A background includes the following parts.   Ability Scores. A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.   Feat. A background gives your character a specified Origin feat (detailed below).   Skill Proficiencies. A background gives your character proficiency in two specified skills.   Tool Proficiency. Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan's Tools category.   Equipment. Each background offers a choice between a package of equipment and 50 GP.
by Dean Spencer

Erenel Backgrounds


Beastbonded

Ability Scores: Dexterity, Constitution, Wisdom
Feat: Wildspeaker
Skill Proficiencies: Animal Handling, Nature
Tool Proficiency: Herbalism Kit
Equipment: (A) Herbalism Kit, Spear, Bedroll, Rope, 2 Pouches, Traveler's Clothes, 35 GP; or (B) 50 GP
You were raised among beasts, befriended a creature of legend, or formed a supernatural kinship with the animal world. Whether this connection is spiritual, magical, or born from shared hardship, you understand the language of fangs, wings, and claws. Your bond defies the natural order, allowing you to walk among beasts as kin and speak to creatures most would flee.

Blacksmith

Ability Scores: Strength, Dexterity, Intelligence
Feat: Forge Master
Skill Proficiencies: Investigation, Persuasion
Tool Proficiency: Smith's Tools
Equipment: (A) Smith's Tools, Light Hammer, Iron Spikes, 2 Pouches, Traveler's Clothes, 30 GP; or (B) 50 GP
You have shaped metal with fire and grit, forging tools, weapons, and armor for warriors, nobles, and common folk alike. Whether you were a village smith, a forge hand in a dwarven stronghold, or a guild trained apprentice in a bustling city, your hands bear the calluses of hard work and the pride of creation. You understand the weight of steel and the value of patience.

Former Lycanthrope

Ability Scores: Strength, Dexterity, Constitution
Feat: Lingering Curse
Skill Proficiencies: Intimidation, Survival
Tool Proficiency: Herbalism Kit
Equipment: Choose A or B: (A) Herbalism Kit, 2 Daggers, Bedroll, Tent, Flask, Moon Tea, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
You were once afflicted with lycanthropy, an ancient curse that caused you to transform into a ravening beast. Although you have since been cured, echoes of the curse remain woven into your soul. Whether you fought back against its urges, or enjoyed your time spent in bloodlust, you now live with the consequences of your time spent under the full moon and the lingering urges.

Freed Familiar

Ability Scores: Dexterity, Intelligence, Charisma
Feat: Magical Imprint
Skill Proficiencies: Arcana, Stealth
Tool Proficiency: Calligrapher's Supplies
Equipment: Choose A or B: (A) Calligrapher Supplies, Book (Arcana), Robe, 14 GP; or (B) 50 GP
You were not born, you were conjured. Once a loyal familiar to a powerful spellcaster or eldritch entity, you served as their eyes, ears, and magical companion. But through a twist of fate, a broken pact, or your master’s death, you were freed. Now you walk your own path, still tethered to magic, memory, and the echoes of a bond that once defined your existence.

Gladiator

Ability Scores: Strength, Constitution, Charisma
Feat: Champion of the Arena
Skill Proficiencies: Athletics, Performance
Tool Proficiency: Choose one kind of Gaming Set
Equipment: Choose A or B: (A) Spear, Net, 2 Daggers, Gaming Set (same as above), 2 Pouches, Traveler's Clothes, 28 GP; or (B) 50 GP
You were forged in blood and sand, trained to fight not just to survive, but to perform. As a gladiator, you faced beasts, rival warriors, and roaring crowds. Whether you were forced to battle or a willing competitor chasing fame, the arena left its mark on your body and soul. You’ve learned that strength wins fights, but style can make you a legend.

Gravedigger

Ability Scores: Strength, Constitution, Wisdom
Feat: Burial Rights
Skill Proficiencies: History and Religion
Tool Proficiency: Mason's Tools
Equipment: Choose A or B: (A) Mason's Tools, Bell, Hooded Lantern, Rope, Shovel, 2 Pouches, Traveler's Clothes, 22 GP; or (B) 50 GP
You were once a gravedigger, a caretaker tasked with digging graves for burials. This sullen responsibility forced you to work with death and the dead regularly, allowing you to develop a thick skin and repellent demeanor. Most gravediggers choose the profession out of necessity. Still, perhaps you are drawn to its morbidity or enjoy taking the last possessions of the dead before laying their bodies to rest.

Half Dragon

Ability Scores: Strength, Constitution, Charisma
Feat: Dragon Blood
Skill Proficiencies: Intimidation and Persuasion
Tool Proficiency: Jeweler's Tools
Equipment: Choose A or B: (A) Jeweler's Tools, 2 Pouches, Traveler's Clothes, 22 GP; or (B) 50 GP
Your heritage flows from two distinct bloodlines, one of which has intertwined with dragonkind. The merger of these two worlds has marked every aspect of your existence. Your dragon’s blood shows faint physical traits. Your eyes may gleam like molten gold, your voice may carry a subtle, commanding resonance, or scales might appear on your skin.

Half Elf

Ability Scores: Dexterity, Intelligence, Charisma
Feat: Magic Initiate
Skill Proficiencies: Insight, Perception
Tool Proficiency: Herbalism Kit
Equipment: Choose A or B: (A) Herbalism Kit, 2 Pouches, Fine Clothes, 30 GP; or (B) 50 GP
You have always lived with the tension of dual heritage. One of your parents was an elf, perhaps high, wood, or drow. The other could be of any species. You have never fully belonged to either world, but you have learned to walk the line between them with charm, insight, and adaptability.

Half Orc

Ability Scores: Strength, Constitution, Wisdom
Feat: Savage Attacker
Skill Proficiencies: Intimidation, Survival
Tool Proficiency: Leatherworker's Tools
Equipment: Choose A or B: (A) Leatherworker's Tools, Spear, Shortbow, 20 Arrows, Quiver, Traveler's Clothes, 15 GP; or (B) 50 GP
You have spent your life walking the knife's edge between two cultures. One shaped by survival and strength. One of your parents was an orc or carried strong orcish blood. The other could be of any ancestry. Whether you were raised among orcs, in a foreign culture, or on your own, you have learned to navigate life as both an outsider and a survivor.

Raised by Wolves

Ability Scores: Strength, Dexterity, Wisdom
Feat: Wolf Pack
Skill Proficiencies: Animal Handling and Survival
Tool Proficiency: Leatherworker's Tools
Equipment: Choose A or B: (A) Spear, Leatherworker's Tools, 2 Pouches, Traveler's Clothes, Trinket to remind you of your past life, 20 GP; or (B) 50 GP
You were separated from your parents at a young age, but instead of perishing in the wilderness, a pack of wolves or similar beast raised you as one of their own. Though you never fully belonged, they taught you to survive and thrive in an untamed world. Now, having returned to civilization, you still carry the habits that others might view as wild or uncivilized.

Stonesoul Soldier

Ability Scores: Strength, Constitution, Intelligence
Feat: Sentinel Under the Mountain
Skill Proficiencies: Athletics, Perception
Tool Proficiency: Mason's Tools
Equipment: Choose A or B: (A) Mason's Tools, Light Hammer, Light Crossbow, 20 Bolts, Quiver, Traveler's Clothes, 10 GP; or (B) 50 GP
You are a warrior of the depths sworn to defend your people from the Mawborn. You've trained with Dwarf soldiers in the tight mining tunnels and grand halls beneath the mountain. Wielding runecarved weaponry against an unrelenting tide of abominations born from the carcass of a demigod, you stand as a bulwark between the surface world and the horrors below.

Topsider Brewer

Ability Scores: Constitution, Intelligence, Wisdom
Feat: Dwarven Brewmaster
Skill Proficiencies: Investigation, Persuasion
Tool Proficiency: Brewer's Supplies
Equipment: Choose A or B: (A) Brewer's Supplies, 2 Pouches, Traveler's Clothes, 22 GP; or (B) 50 GP
Through years of trial and error, you have mastered the delicate balance of potent dwarven ale infused with rare herbs and minerals found only in the depths of Erenel. Traveling between Dwarf settlements and foreign lands, you share your knowledge of legendary draughts known to bolster dwarven warriors before battle.

War Drummer

Ability Scores: Strength, Constitution, Charisma
Feat: Musician
Skill Proficiencies: Intimidation, Performance
Tool Proficiency: Musical Instrument (Drum)
Equipment: Choose A or B: (A) Drum, Spear, Bedroll, 2 Pouches, Traveler's Clothes, 38 GP; or (B) 50 GP
Your drumbeat was the call to battle and the rhythm of survival. Whether marching with mercenaries, leading tribal warriors, or inspiring rebellion, you’ve pounded war into the hearts of those around you. Soldiers found courage in your cadence, and enemies trembled before the rising thunder of your drums.

Witchmarked

Ability Scores: Constitution, Intelligence, Charisma
Feat: Magic Initiate (Warlock)
Skill Proficiencies: Arcana, Religion
Tool Proficiency: Alchemist's Supplies
Equipment: Choose A or B: (A) Alchemist's Supplies, Iron Pot, Robe, 5 GP; or (B) 50 GP
You walk the crooked path between what is known and what should not be. Whether you were born under a cursed moon, taught by a hermit crone in the swamps, or bound to a whispering power beyond mortal understanding, you are known as a witch. Villagers might fear you. Spirits might recognize you. And something old and strange listens when you speak.

Erenel Origin Feats

These feats are in the Origin category and match Erenel backgrounds.  

Burial Rights

Origin Feat
You gain the following benefits.
Grave Sense. As a Magic Action, you can open your awareness to detect undead. For 1 minute, you know the location of any undead within 30 feet of you that isn't behind total cover and that isn't protected from Divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. Once you use this benefit, you can't use it again until you finish a Short or Long rest.
 
Last Rites. You know the Spare the Dying spell. Intelligence, Wisdom or Charisma is your spellcasting ability for this feat's spell (choose when you select this feat.)
 
Whispers from the Grave. As a Magic Action, you can cast a modified version of the Speak with Dead spell. The spell ends in 1 minute instead of 10 minutes and the Gravedigger can only ask the corpse one question. Your spellcasting ability for this spell is the same as this feat's cantrip. Once you use this benefit, you can't use it again until you finish a Short or Long rest.

Champion of the Arena

Origin Feat
Immediately after you score a Critical Hit, you can take a Reaction to excite the crowd and give Heroic Inspiration to an ally within 120 feet of you that can see or hear you.

Dragon Blood

Origin Feat
You gain the following benefits.
Draconic Ancestry. As a half dragon, the dragon's blood in your veins stems from a dragon progenitor. Choose the kind of dragon from your Draconic Ancestors table. Your choice affects your Breath Weapon, as well as your half dragon's appearance.
 
Half Dragon Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 2d4 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases when you reach character levels 5 (3d4), 11 (4d6), and 17 (5d6).   You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  Tongue of Dragons. You learn the Draconic language or one other standard language of your choice.

Draconic Ancestors

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Dwarven Brewmaster

Origin Feat
You gain the following benefits.
Drunken Speed. When you take the Disengage action on your turn, your Speed increases by 5 feet for the rest of that turn.   Herbal Ale. With 1 hour of work or when you finish a Long Rest, you can serve a number of herbal ales equal to your Proficiency Bonus if you have your Brewer's Supplies on hand. This dwarven herbal ale last 8 hours after being made. When a creature is hit by an attack roll, it can take a Reaction to drink their herbal ale. The creature reduces the damage taken from the attack by 1d4.

Forge Master

Origin Feat
You gain the following benefits.
Forgehand. With 1 hour of work or when you finish a Long Rest, you can sharpen weapons and reinforce armor if you have your Smith’s Tools on hand. Choose a number of available items equal to your Proficiency Bonus to gain one of the following benefits for 8 hours or until the benefit has been used.
  • Reinforced. (Medium or Heavy Armor made of metal). When a creature wearing reinforced armor is hit from an attack, the creature can choose to add 1d4 to their AC against the triggering attack, potentially causing the attack to miss. After adding 1d4 to their AC, the armor is no longer reinforced.
  • Sharpened. (Melee weapon that deals piercing or slashing damage). When a creature makes an attack roll with the sharpened weapon, the creature can choose to add 1d4 to the attack roll. After adding 1d4 to an attack, the weapon is no longer sharpened.

  • Lingering Curse

    Origin Feat
    You gain the following benefits.
    Echoes of the Beast. As a former lycanthrope, you have been cured but echoes of the curse remain. Choose the curse you had from the Curse of Lycanthropy table. Your choice affects your cursed unarmed strike, and could help determine your character's appearance.   Cursed Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike. The damage type is determined by your Echoes of the Beast trait.   Moon Touched Hide. When you take damage from a nonmagical attack that isn't silvered, you can take a Reaction and gain Resistance to Bludgeoning, Piercing, and Slashing damage. This Resistance lasts until the beginning of your next turn. Once you use this benefit, you can't use it again until you finish a Short or Long rest.   Rest Rerolls. When you spend Hit Point Dice to regain Hit Points, you can reroll the die if it rolls a 1, and you must use the new roll.

    Curse of Lycanthropy

    Curse Damage Type
    Werebat Bite (Piercing)
    Werebear Bite (Piercing) or Claw (Slashing)
    Wereboar Tusk (Slashing)
    Wererat Bite (Piercing)
    Wereraven Beak (Piercing)
    Wereshark Bite (Piercing)
    Weretiger Bite (Piercing) or Claw (Slashing)
    Werewolf Bite (Piercing) or Claw (Slashing)

    Magical Imprint

    Origin Feat
    You gain the following benefits.
    Friendly Familiar. As a Bonus Action, choose one willing creature you can see within 10 feet of yourself and imprint with them. You and the chosen creature can communicate telepathically with each other while you two are within 100 feet of each other. To understand each other, you each must mentally use a language the other knows. Additionally, as a Bonus Action while imprinted, you can see through the chosen creatures eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Your imprint lasts for a number of minutes equal to your Proficiency Bonus. Once you use this benefit, you can't use it again until you finish a Short or Long rest.   Magic Sense. You sense the presence of magical effects within 10 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. Your Magic Sense is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

    Sentinel Under the Mountain

    Origin Feat
    You gain the following benefits.
    Runecarved Weapon. With 1 hour of work or when you finish a Long Rest, you can carve runes onto a Simple or Martial Melee weapon if you have your Mason's Tools on hand. The carved runes activate immediately and last for 8 hours after being carved. When you attack with the weapon, you can cause the weapon to deal Force damage or its normal damage type.   Stone Sentinel. Immediately after you roll Initiative, you can choose to lower your Initiative score for the remainder of the combat to act immediately after a willing ally in the same combat. If you do so, during the first round of combat, any attack roll made against you has Disadvantage if you can see the attacker. You can't lower your Initiative if you or the ally has the Incapacitated condition.

    Wildspeaker

    Origin Feat
    You gain the following benefits.
    Beast Speak. You also always have the Find Familiar and Speak with Animals spells prepared. Intelligence, Wisdom or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat.) You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have.   Kinship. Choose one of the skill proficiencies you gain from the Beastbonded background. You gain Expertise in that skill.

    Wolf Pack

    Origin Feat
    Your time spent hunting with wolves helps you in combat alongside your allies and beyond. You have a number of Wolf Pack points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Wolf Pack points when you finish a Long Rest.   Pack Tactics. When you make an attack against a creature and at least one of your allies is within 5 feet of the creature, you can spend one Wolf Pack point to give yourself Advantage on the attack roll. If the attack misses, you can deal damage to that creature equal to your Proficiency Bonus. This damage is the same type dealt by the attack.   Speak to the Pack. You always have the Speak with Animals spell prepared. Intelligence, Wisdom or Charisma is your spellcasting ability for this feat's spell (choose when you select this feat). You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell by spending one Wolf Pack point.

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