TEXT: More	
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  Not	
    for	
    resale.	
    Permission	
    granted	
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  15	
    NEW	
    BACKGROUNDS	
    
  1	
    
   
  15 New Backgrounds 
   
   
  	
    
  Plus Group Background Rules and New Equipment 
   
  Introduction: This document contains the cook, cursed, dead, demolitions expert, 
  doctor, farmer, harvester, legendary lineage, lycanthrope, parent, polymorphed, 
  possessed, raised by animals, retired adventurer, and tinkerer backgrounds plus 
  rules for group backgrounds the whole party can share and new tools and 
  explosives. 
   
  by James Introcaso 
  	
    
  	
    
  	
    
  	
    
  	
    
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains 
  material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild.  
   
  All other original material in this work is copyright 2016 by Introcaso LLC and published under the Community Content Agreement for Dungeon Masters Guild. 
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
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    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  2	
    
  Backgrounds	
    
  Cook	
    
  To	
    you	
    food	
    is	
    more	
    than	
    just	
    sustenance	
    and	
    pleasure.	
    A	
    
  great	
    meal	
    is	
    art	
    that	
    brings	
    people	
    together.	
    You	
    might	
    have	
    
  worked	
    in	
    a	
    tavern,	
    a	
    bakery,	
    as	
    a	
    personal	
    chef	
    to	
    a	
    noble	
    
  family,	
    or	
    within	
    a	
    military	
    unit	
    as	
    they	
    marched	
    to	
    war.	
    
  Decide	
    what	
    kind	
    of	
    cook	
    job	
    you	
    had	
    or	
    roll	
    on	
    the	
    table.	
    
  	
     Something	
    called	
    you	
    away	
    from	
    full-­‐time	
    cooking	
    to	
    the	
    
  world	
    of	
    adventuring,	
    but	
    you	
    still	
    take	
    pleasure	
    in	
    the	
    craft.	
    
  Still	
    preparing	
    and	
    cooking	
    food	
    is	
    a	
    big	
    part	
    of	
    who	
    you	
    are	
    
  how	
    you	
    communicate	
    with	
    others.	
    
   
  d10 
  Cook Job 
  1 
  Tavern cook. 
  2 
  Restaurant chef 
  3 
  Baker 
  4 
  Street vendor 
  5 
  Personal chef 
  6 
  Candy maker 
  7 
  Military cook 
  8 
  Caterer 
  9 
  Cheesemaker 
  10 
  Brewmaster or vintner 
   
  Tool	
    proficiencies:	
    Any	
    food-­‐related	
    set	
    of	
    artisan’s	
    tools	
    
  (see	
    New	
    Equipment	
    later	
    in	
    this	
    PDF)	
    
  Skill	
    proficiencies:	
    Deception,	
    Persuasion	
    
  Languages:	
    One	
    language	
    of	
    your	
    choice	
    
  Starting	
    Equipment:	
    A	
    set	
    of	
    common	
    clothes,	
    a	
    set	
    of	
    
  artisan's	
    tools	
    related	
    to	
    your	
    craft,	
    an	
    iron	
    pot,	
    a	
    book	
    of	
    
  recipes	
    you’ve	
    gathered	
    over	
    the	
    years,	
    and	
    a	
    belt	
    pouch	
    
  with	
    10	
    gp	
    
  Feature:	
    Through	
    Their	
    Stomachs	
    
  You	
    are	
    able	
    to	
    earn	
    a	
    comfortable	
    living	
    during	
    your	
    
  downtime	
    by	
    working	
    as	
    a	
    cook.	
    At	
    the	
    same	
    time	
    you	
    are	
    
  able	
    to	
    feed	
    your	
    adventuring	
    companions	
    modest	
    meals	
    
  each	
    day	
    for	
    free.	
    You	
    are	
    also	
    able	
    to	
    use	
    your	
    talents	
    to	
    
  arrange	
    meetings	
    with	
    anyone	
    interested	
    in	
    a	
    free	
    meal.	
    By	
    
  offering	
    to	
    a	
    cook	
    a	
    free	
    meal	
    for	
    someone	
    who	
    would	
    
  appreciate	
    it	
    (at	
    the	
    DM's	
    discretion),	
    you	
    are	
    able	
    to	
    get	
    a	
    
  meeting	
    with	
    him	
    or	
    her	
    over	
    that	
    meal.	
    
  Suggested	
    Characteristics	
    
  Just	
    like	
    a	
    sculptor	
    understands	
    clay,	
    you	
    understand	
    
  ingredients.	
    You	
    might	
    be	
    a	
    bit	
    of	
    a	
    snob	
    when	
    it	
    comes	
    to	
    
  what	
    you	
    eat,	
    or	
    any	
    dish,	
    even	
    that	
    which	
    others	
    find	
    vile,	
    
  may	
    fascinate	
    you.	
    Years	
    of	
    selling	
    your	
    edible	
    creations	
    
  made	
    you	
    a	
    salesperson	
    able	
    to	
    please	
    any	
    tough	
    customer.	
    
  d8 Personality Traits 
  1 
  When I eat anything I critique the dish aloud. 
  2 
  I multitask very well. 
  3 
  I make non-verbal noises that indicate my mood while I eat. 
  4 
  If insulted I hurl even greater insults back. 
  5 
  I like to take my time and savor each bite when I eat. 
  6 
  I try to keep things as clean as possible. 
  7 
  I am constantly on the lookout for new and exotic ingredients. 
  8 
  I let others know I expect others to work as hard as I do. 
  	
    
  d6 Ideals 
  1 
  Creativity. I don't follow a recipe, I improv with what I have 
  on hand. (Chaotic) 
  2 
  Knowledge. I want to learn everything I can about the food 
  of other cultures. (Neutral) 
  3 
  Hierarchy. I listen to those above me and expect those below 
  me to take orders. (Lawful) 
  4 
  Generosity. Everything I cook is for others to enjoy. (Good) 
  5 
  Community. I feed the people who feed me. (Neutral) 
  6 
  Fame. I will be known across these lands at all costs. (Evil) 
  	
    
  d6 Bonds 
  1 
  My grandmother had a secret recipe I'm trying to duplicate. 
  2 
  There is a world famous chef I respect above all others. 
  3 
  I'm putting all the recipes I've gathered into a book. 
  4 
  There is no food like my place of birth’s signature dish. 
  5 
  I still use the complex techniques my mentor taught me when 
  preparing even the simplest dish. 
  6 
  I always have some of my favorite herbs and spices on hand. 
  	
    
  d6 Flaws 
  1 
  I'd rather eat nothing than something bland. 
  2 
  I am easily pulled into competition with others. 
  3 
  I try to take charge in situations when someone else is the 
  clear leader. 
  4 
  When I am physically uncomfortable, I complain quite a bit. 
  5 
  Frivolity is a waste of time. I do not like unnecessary fun. 
  6 
  I have a hard time trusting others with tasks. 
  	
    
  	
    
  	
    
  
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  15	
    NEW	
    BACKGROUNDS	
    
  3	
    
  Cursed	
    
  You	
    lived	
    with	
    some	
    sort	
    of	
    curse	
    for	
    years.	
    How	
    you	
    got	
    the	
    
  curse	
    and	
    how	
    it	
    affected	
    you	
    are	
    your	
    decision.	
    You	
    can	
    
  create	
    the	
    details	
    with	
    your	
    DM	
    or	
    you	
    may	
    roll	
    or	
    choose	
    
  them	
    from	
    the	
    table	
    below.	
    
  	
     As	
    a	
    cursed	
    person	
    you	
    once	
    suffered	
    from	
    a	
    magic	
    
  problem	
    so	
    rare	
    it's	
    almost	
    unique.	
    This	
    curse	
    could	
    have	
    
  been	
    placed	
    on	
    you	
    by	
    a	
    spellcaster	
    or	
    magic	
    monster	
    like	
    a	
    
  genie	
    or	
    hag.	
    Or	
    maybe	
    you	
    caught	
    the	
    curse	
    while	
    
  trespassing	
    in	
    an	
    ancient	
    tomb	
    or	
    vault	
    or	
    because	
    you	
    
  accidentally	
    killed	
    a	
    sacred	
    animal	
    or	
    offended	
    the	
    servant	
    of	
    
  a	
    god	
    in	
    some	
    way.	
    How	
    you	
    caught	
    your	
    curse	
    and	
    how	
    you	
    
  or	
    someone	
    else	
    cured	
    it,	
    are	
    up	
    to	
    you	
    and	
    the	
    DM.	
    
  d20 While cursed… 
  1 
  ...you spoke only in questions. 
  2 
  ...you spoke only lies. 
  3 
  ...you saw all humanoids as terrible monsters. 
  4 
  ...you had horrible nightmares whenever you closed your eyes. 
  5 
  ...everything you touched turned to mud. 
  6 
  ...all living things were harmed by your touch. 
  7 
  ...you heard the surface thoughts of every humanoid within 50 
  feet. 
  8 
  ...anything you ate tasted like sand in your mouth. 
  9 
  ...others saw and heard you as if you were an undead zombie. 
  10 
  ...you grew donkey ears, a donkey tail, and couldn't speak, only 
  bray. 
  11 
  ...you hungered for the flesh of other humanoids and thirsted 
  for their blood. 
  12 
  ...any offspring you had were goats instead of humanoids. 
  13 
  ...any person for whom you had affection scorned you with 
  unbridled hate. 
  14 
  ...any person who tried to address you by your name or a 
  nickname would instead vomit spiders. 
  15 
  ...you lived the same day over and over again. 
  16 
  ...you could not read or understand any language. 
  17 
  ...all animals would attack you on sight. 
  18 
  ...each day you woke up in a new body with a random age, 
  gender, and humanoid race. 
  19 
  ...people who knew you before the curse forgot everything they 
  knew about you and who you were while you were cursed. 
  20 
  ...whenever you tried to speak, your mouth filled with corrosive 
  acid. 
   
   
   
   
   
   
   
   
  Skill	
    Proficiencies:	
    Intimidation	
    and	
    Arcana	
    or	
    Religion	
    
  Languages:	
    Two	
    of	
    your	
    choice	
    
  Equipment:	
    A	
    set	
    of	
    common	
    clothes,	
    a	
    small	
    knife,	
    two	
    
  random	
    trinkets	
    from	
    the	
    trinket	
    table	
    in	
    the	
    Player's	
    
  Handbook	
    (pages	
    160-­‐161),	
    and	
    a	
    belt	
    pouch	
    with	
    5	
    gp	
    
  Feature:	
    The	
    Pulse	
    of	
    Evil	
    
  You	
    have	
    learned	
    to	
    tap	
    into	
    the	
    residual	
    magic	
    left	
    in	
    your	
    
  body	
    from	
    the	
    curse	
    placed	
    on	
    you.	
    You	
    may	
    spend	
    a	
    day	
    of	
    
  downtime	
    in	
    quiet	
    meditation.	
    By	
    doing	
    so	
    you	
    can	
    sense	
    
  the	
    direction	
    of	
    the	
    closest	
    creature	
    with	
    the	
    undead	
    or	
    
  fiend	
    type	
    -­‐	
    whichever	
    is	
    closest.	
    Meditating	
    this	
    way	
    does	
    
  not	
    tell	
    you	
    the	
    distance	
    to	
    the	
    creature	
    or	
    give	
    you	
    any	
    
  details	
    about	
    it.	
    You	
    simply	
    know	
    which	
    direction	
    the	
    
  creature	
    is	
    from	
    you	
    at	
    the	
    time	
    you	
    end	
    your	
    meditation.	
    
  Variant	
    Feature:	
    Pass	
    the	
    Curse	
    
  Check	
    with	
    your	
    DM	
    before	
    taking	
    this	
    feature.	
    The	
    curse	
    
  you	
    had	
    is	
    still	
    dormant	
    within	
    you.	
    You	
    may	
    pass	
    this	
    
  curse	
    to	
    any	
    living	
    creature	
    you	
    touch.	
    The	
    creature	
    suffers	
    
  the	
    curse's	
    full	
    power.	
    You	
    may	
    only	
    do	
    this	
    once.	
    Doing	
    so	
    
  causes	
    the	
    magic	
    of	
    the	
    curse	
    to	
    completely	
    leave	
    your	
    body.	
    
  The	
    curse	
    cannot	
    be	
    passed	
    to	
    legendary	
    creatures.	
    
  Suggested	
    Characteristics	
    
  As	
    a	
    person	
    who	
    is	
    cursed,	
    you've	
    probably	
    lived	
    a	
    solitary	
    
  life	
    in	
    order	
    to	
    avoid	
    hurting	
    loved	
    ones.	
    Now	
    that	
    the	
    curse	
    
  is	
    lifted,	
    you're	
    able	
    to	
    spend	
    time	
    with	
    those	
    you	
    love	
    again,	
    
  but	
    you've	
    been	
    changed.	
    If	
    you	
    can	
    keep	
    them	
    engaged	
    and	
    
  talking	
    by	
    asking	
    lots	
    of	
    questions,	
    you	
    may	
    never	
    have	
    to	
    
  discuss	
    the	
    fact	
    that	
    you	
    were	
    cursed.	
    Bringing	
    it	
    up	
    is	
    
  painful,	
    so	
    you	
    might	
    talk	
    about	
    anything	
    and	
    everything	
    to	
    
  avoid	
    triggering	
    a	
    horrific	
    memory.	
    Of	
    course,	
    you	
    might	
    
  choose	
    to	
    sit	
    in	
    silence	
    and	
    talk	
    about	
    nothing	
    as	
    opposed	
    
  to	
    talking	
    about	
    the	
    curse.	
    Though	
    try	
    as	
    you	
    might,	
    the	
    
  memories	
    are	
    never	
    far	
    away.	
    
  d8 Personality Traits 
  1 
  I ask questions faster than people can answer. 
  2 
  If someone brings up the time I was cursed, I act like I have 
  no memory of it. 
  3 
  I have trouble concentrating on one topic of conversation for 
  very long. 
  4 
  I will fill conversational gaps of silence with anything I can 
  think to talk about. 
  5 
  I flinch whenever someone I don't know well touches me. 
  6 
  I wake up screaming, but don't remember my dreams. 
  7 
  I have trouble finding objects in my disorganized piles of stuff. 
  8 
  I just wear what's comfortable. 
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  4	
    
  d6 Ideals 
  1 
  Kindness. I can't help but get furious when people take 
  others for granted. (Good) 
  2 
  Greed. The world owes me and I will take from it. (Evil) 
  3 
  Order. If I live life the right way, I won't be cursed again. 
  (Lawful) 
  4 
  Beauty. Appreciate what's here now because nothing lasts. 
  (Chaotic) 
  5 
  Community. Good people can help you through hard times. 
  (Neutral) 
  6 
  Power. The only way to overcome adversity is to pound it 
  into oblivion. (Neutral) 
  	
    
  d6 Bonds 
  1 
  I have yet to be forgiven by someone important to me I hurt 
  while cursed. 
  2 
  The thing that cursed me is still out there. 
  3 
  I can't return to the place where I was cursed because there are 
  people waiting to kill me. 
  4 
  There's a family heirloom I kept close while cursed that gave 
  me hope. 
  5 
  I want to learn to perform the curse that affected me. 
  6 
  I'm trying to find and help others who are suffering from the 
  curse that affected me. 
  	
    
  d6 Flaws 
  1 
  The anguish I still feel is greater than anyone else's pain. 
  2 
  I don't face my personal problems directly because I'm scared 
  of their outcomes. 
  3 
  People like me when I'm happy, so I'll just always be happy. 
  4 
  Anyone who pays attention to me gets what they want. 
  5 
  I'd rather complain and criticize than be positive and 
  compliment others. 
  6 
  Rumors are usually true so I tell them to everyone I can. 
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  5	
    
  Dead	
    
  You	
    died	
    and	
    came	
    back.	
    This	
    experience	
    changed	
    you	
    and	
    
  defines	
    who	
    you	
    are	
    today.	
    The	
    specifics	
    of	
    your	
    death	
    are	
    
  up	
    to	
    you,	
    but	
    the	
    following	
    questions	
    and	
    suggestions	
    will	
    
  help	
    you	
    determine	
    your	
    odd	
    personal	
    history.	
    
  	
     How	
    did	
    you	
    die?	
    It	
    probably	
    wasn't	
    of	
    old	
    age.	
    Spells	
    
  like	
    raise	
    dead	
    can	
    bring	
    back	
    those	
    who	
    die	
    before	
    old	
    age	
    
  takes	
    them,	
    but	
    after	
    dying	
    of	
    old	
    age	
    there	
    is	
    almost	
    
  no	
    magic	
    which	
    can	
    bring	
    a	
    person	
    back	
    to	
    life.	
    Was	
    it	
    
  combat?	
    An	
    accident?	
    A	
    disease?	
    
  	
     How	
    long	
    were	
    you	
    dead?	
    Spells	
    like	
    true	
    
  resurrection	
    allow	
    a	
    PC	
    to	
    return	
    from	
    death	
    after	
    as	
    many	
    as	
    
  200	
    years.	
    How	
    has	
    the	
    world	
    changed	
    politically,	
    
  technologically,	
    and	
    culturally	
    since	
    your	
    death?	
    What	
    
  remains	
    of	
    your	
    family,	
    friends,	
    and	
    personal	
    life?	
    
  	
     What	
    was	
    your	
    period	
    of	
    death	
    like?	
    Did	
    you	
    spend	
    time	
    in	
    
  the	
    glory	
    of	
    eternal	
    battle	
    is	
    Ysgard?	
    Were	
    you	
    enjoying	
    the	
    
  paradise	
    of	
    Elysium?	
    Were	
    you	
    being	
    tortured	
    in	
    the	
    Nine	
    
  Hells	
    or	
    Abyss?	
    Do	
    you	
    remember	
    nothing	
    from	
    that	
    time?	
    
  	
     Maybe	
    you	
    didn't	
    completely	
    pass	
    on,	
    but	
    lived	
    life	
    as	
    an	
    
  undead,	
    wayward	
    soul	
    such	
    as	
    a	
    ghost	
    or	
    vampire.	
    Why	
    did	
    
  you	
    become	
    such	
    a	
    being?	
    What	
    acts	
    did	
    you	
    commit	
    that	
    
  you	
    now	
    regret?	
    Who	
    still	
    thinks	
    of	
    you	
    as	
    a	
    monster?	
    
  	
     Finally	
    someone	
    brought	
    you	
    back.	
    Who	
    was	
    it?	
    	
    
  Why?	
    Maybe	
    it	
    was	
    to	
    face	
    an	
    old	
    enemy.	
    Maybe	
    it	
    was	
    a	
    
  loved	
    one	
    who	
    searched	
    for	
    a	
    long	
    time	
    and	
    spent	
    all	
    their	
    
  resources	
    to	
    bring	
    you	
    back.	
    Maybe	
    you	
    were	
    brought	
    back	
    
  for	
    a	
    secret	
    only	
    you	
    knew.	
    How	
    did	
    this	
    person	
    bring	
    you	
    
  back?	
    Was	
    it	
    straight	
    forward	
    magic?	
    What	
    about	
    a	
    spell	
    
  like	
    reincarnate,	
    which	
    could	
    bring	
    your	
    spirit	
    back	
    in	
    the	
    
  body	
    of	
    a	
    different	
    humanoid	
    race?	
    Or	
    maybe	
    it	
    was	
    some	
    
  other	
    magic	
    that	
    has	
    a	
    more	
    sinister	
    secret.	
    
   
  Skill	
    Proficiencies:	
    History,	
    Intimidation	
    
  Languages:	
    Two	
    of	
    your	
    choice	
    
  Equipment:	
    50	
    feet	
    of	
    rope,	
    a	
    bit	
    of	
    dirt	
    from	
    your	
    grave	
    in	
    a	
    
  sacred	
    vial,	
    a	
    set	
    of	
    common	
    clothes,	
    two	
    rare	
    coins	
    with	
    
  which	
    you	
    were	
    buried,	
    and	
    a	
    belt	
    pouch	
    with	
    5	
    gp	
    
  Feature:	
    Spirit	
    Talk	
    
  Nonhostile	
    souls	
    of	
    the	
    dead	
    can	
    connect	
    with	
    you	
    thanks	
    
  to	
    the	
    long	
    time	
    you	
    spent	
    dead.	
    You	
    may	
    spend	
    a	
    day	
    of	
    
  downtime	
    communicating	
    with	
    the	
    souls	
    to	
    learn	
    a	
    piece	
    of	
    
  information	
    by	
    asking	
    a	
    question.	
    The	
    quality	
    and	
    specifics	
    
  of	
    the	
    information	
    you	
    get	
    is	
    up	
    to	
    the	
    DM.	
    
  Suggested	
    Characteristics	
    
  You	
    have	
    experienced	
    something	
    few	
    living	
    people	
    have	
    yet	
    
  to	
    go	
    through.	
    You	
    might	
    be	
    the	
    type	
    who	
    embraces	
    the	
    
  second	
    chance	
    and	
    loves	
    life,	
    relishing	
    every	
    opportunity	
    
  and	
    letting	
    nothing	
    stand	
    in	
    your	
    way.	
    Or	
    you	
    might	
    be	
    
  quiet	
    and	
    brooding,	
    thinking	
    of	
    the	
    revenge	
    you	
    seek	
    for	
    
  your	
    death	
    or	
    missing	
    the	
    planar	
    heaven	
    you	
    left	
    behind.	
    
  People	
    who	
    have	
    died	
    often	
    live	
    in	
    one	
    of	
    these	
    extremes,	
    
  experiencing	
    life	
    to	
    the	
    fullest	
    or	
    becoming	
    fixated	
    on	
    a	
    
  single	
    goal	
    that	
    gives	
    their	
    new	
    life	
    meaning.	
    
  d8 Personality Traits 
  1 
  When faced with a new experience the word no is not in my 
  vocabulary. 
  2 
  I always have the loudest laugh in the room. 
  3 
  When I want something I'm direct and simple in my request. 
  4 
  The story of my demise, like all my stories, is greatly 
  exaggerated. 
  5 
  If you ask me about my death I will stare daggers at you. 
  6 
  I treat most people like they're idiots because they don't know 
  what I know. 
  7 
  If I don't want to do something I simply don't do it. 
  8 
  I don't excite easily. 
  	
    
  d6 Ideals 
  1 
  Freedom. Life is short so live how you want. (Chaotic) 
  2 
  Despair. Nothing in life is worth celebrating and death is the 
  destination we all deserve. (Evil) 
  3 
  Vengeance. I will find and punish what killed me. (Neutral) 
  4 
  Charity. I want to prevent others from dying before their 
  time. (Good) 
  5 
  Mercy. I was given a second chance and others should get the 
  same opportunity. (Good) 
  6 
  Labor. Life is short and so I must keep working to make my 
  mark. (Lawful) 
  	
    
  d6 Bonds 
  1 
  I have a great fear of that which killed me. 
  2 
  The scars of my death wound are still on my body. 
  3 
  My vengeance is more important than any other task. 
  4 
  I never wish to return to my gravesite. 
  5 
  I wish to bring back another who died by my side. 
  6 
  Any mention of my hometown reminds me of my first life. 
  	
    
  d6 Flaws 
  1 
  Death isn't a big deal to me. I've died and come back. People 
  should stop whining. 
  2 
  I don't listen to protests before I do something reckless. 
  3 
  I'd rather be mad than solve a problem making me angry. 
  4 
  I would rather cheat, lie, and steal than be honest because 
  none of this matters. 
  5 
  Everything was better when I was dead. 
  6 
  I'm better than everyone who hasn't died and come back from 
  the dead. 
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  6	
    
  Demolitions	
    Expert	
    
  You	
    assemble,	
    dismantle,	
    and	
    use	
    explosives	
    and	
    weapons	
    of	
    
  destruction,	
    including	
    siege	
    weapons.	
    Maybe	
    were	
    in	
    the	
    
  military,	
    and	
    you	
    built	
    bombs	
    that	
    you	
    threw	
    into	
    the	
    
  throngs	
    of	
    invading	
    hordes	
    or	
    launched	
    boulders	
    from	
    
  catapults	
    into	
    enemy	
    towers.	
    Perhaps	
    you	
    belonged	
    to	
    an	
    
  organization	
    of	
    criminals	
    or	
    rebels,	
    and	
    you	
    were	
    the	
    one	
    
  who	
    blew	
    up	
    the	
    safe	
    or	
    caused	
    the	
    buildings	
    of	
    oppressors	
    
  crumble.	
    Whatever	
    the	
    case,	
    you	
    know	
    the	
    power	
    of	
    
  weapons	
    of	
    destruction	
    and	
    harnessed	
    them	
    to	
    make	
    
  structures	
    and	
    enemies	
    fall.	
    
  	
    
  Skill	
    Proficiencies:	
    Arcana,	
    Investigation	
    
  Tool	
    Proficiencies:	
    	
    Bomb	
    makers	
    tools	
    (see	
    New	
    
  Equipment	
    later	
    in	
    this	
    PDF)	
    
  Languages:	
    One	
    of	
    your	
    choice	
    
  Equipment:	
    A	
    bomb-­‐makers	
    kit,	
    a	
    collapsible	
    10-­‐foot	
    pole,	
    a	
    
  piece	
    of	
    shrapnel	
    from	
    unique	
    explosive	
    you	
    haven’t	
    been	
    
  able	
    to	
    identify,	
    a	
    set	
    of	
    common	
    clothes,	
    and	
    a	
    belt	
    pouch	
    
  containing	
    10	
    gp	
    
  Feature:	
    Bomb	
    Sniffer	
    
  Because	
    of	
    your	
    experience	
    with	
    weapons	
    of	
    destruction,	
    
  you	
    know	
    the	
    best	
    place	
    to	
    find	
    explosives,	
    siege	
    weapons,	
    
  and	
    ingredients	
    for	
    making	
    bombs.	
    These	
    items	
    are	
    not	
    
  always	
    readily	
    available	
    for	
    free,	
    but	
    if	
    an	
    giant	
    clan	
    comes	
    
  raiding,	
    you	
    know	
    right	
    where	
    to	
    go,	
    be	
    it	
    a	
    secret	
    
  underground	
    black	
    market,	
    or	
    the	
    local	
    barracks.	
    Your	
    DM	
    
  can	
    rule	
    there	
    may	
    be	
    no	
    such	
    weapons	
    around.	
    The	
    team	
    
  you	
    worked	
    with,	
    military	
    or	
    criminal,	
    may	
    be	
    able	
    to	
    
  sometimes	
    provide	
    you	
    with	
    rare	
    bomb	
    ingredients	
    you	
    
  need	
    at	
    the	
    DM's	
    discretion.	
    
  Suggested	
    Characteristics	
    
  As	
    a	
    demolitions	
    expert,	
    you	
    really	
    know	
    your	
    way	
    around	
    
  explosives	
    and	
    siege	
    weapons.	
    As	
    such,	
    you	
    have	
    seen	
    more	
    
  destruction	
    and	
    death	
    in	
    one	
    moment	
    than	
    some	
    may	
    ever	
    
  seen	
    in	
    a	
    lifetime.	
    This	
    experience	
    has	
    shaped	
    the	
    way	
    you	
    
  view	
    the	
    world.	
    You	
    know	
    better	
    than	
    most	
    how	
    fragile	
    life	
    
  really	
    is.	
    
  d8 Personality Traits 
  1 
  The act of destruction is art to me. I enjoy watching structures 
  topple and break. 
  2 
  I am a weapon content to take orders from others. 
  3 
  I talk nonstop about the various ingredients in bombs and I 
  constantly make metaphors using explosions. 
  4 
  I’m a stickler for safety. 
  5 
  I love to experiment to see if I can make a better bomb. 
  6 
  Life’s too short to worry about what others think of me, so I 
  speak my mind at all times. 
  7 
  I could be dead tomorrow, so I party hard today. 
  8 
  I love to tell others the stories of my demolitions, but only 
  when they ask. 
  	
    
  d6 Ideals 
  1 
  Fun. I love a good explosion. (Chaotic) 
  2 
  Power. I blow things up so people know I could end them at 
  any moment. (Evil) 
  3 
  Protection. In a world of enemies and monsters, I believe the 
  best defense is a better offense. (Neutral) 
  4 
  Freedom. Those in power can only be removed by those with 
  the better weapon. (Chaotic) 
  5 
  Hierarchy. People get hurt when the wrong person is giving 
  the order to light the fuse. (Lawful) 
  6 
  Greater Good. I only use explosives when there is no other 
  option left to save innocent lives. (Good) 
  	
    
  d6 Bonds 
  1 
  There’s one type of explosive I fear more than any other 
  because it has literally scarred me. 
  2 
  I am haunted by the memories of innocent people one of my 
  explosions accidentally killed.  
  3 
  I will be better at my craft than my mentor ever was. 
  4 
  I built an enormous explosive and lost it. I’m searching for it 
  before it gets used by the wrong people. 
  5 
  I would do anything for the people I worked with long ago. 
  6 
  There is a settlement that was unkind to me. I will return there 
  and burn it to the ground. 
  	
    
  d6 Flaws 
  1 
  I am too quick to anger and use weapons of destruction as the 
  solution to a problem. 
  2 
  I have a difficult time doing anything quietly. 
  3 
  I believe I am only good at one thing and all other tasks are 
  beyond me. 
  4 
  I enjoy practical jokes that result in the physical harm of 
  others and their property. 
  5 
  I am so nervous and cautious it often prevents me from 
  taking action when I should. 
  6 
  I really like fiddling with explosives - too much. 
  	
    	
    	
    	
    	
    	
    	
    	
    
  	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  7	
    
  Doctor	
    
  You	
    were	
    a	
    surgeon,	
    barber,	
    country	
    doctor,	
    field	
    medic,	
    
  nurse,	
    or	
    other	
    medical	
    professional.	
    Healing	
    wounds,	
    
  treating	
    diseases,	
    and	
    creating	
    medicines	
    for	
    others	
    in	
    need	
    
  was	
    how	
    you	
    spent	
    your	
    days.	
    While	
    illness	
    and	
    injury	
    make	
    
  many	
    uncomfortable,	
    they	
    are	
    areas	
    in	
    which	
    you	
    thrive.	
    
  When	
    others	
    panic,	
    you're	
    working	
    on	
    a	
    cure	
    or	
    stopping	
    the	
    
  bleeding.	
    
  	
    
  Skill	
    Proficiencies:	
    Investigation,	
    Medicine	
    
  Tool	
    Proficiencies:	
    Herbalism	
    Kit,	
    Poisoner's	
    Kit	
    
  Equipment:	
    A	
    preserved	
    medical	
    anomaly	
    (such	
    as	
    a	
    
  deformed	
    skull	
    or	
    appendix),	
    an	
    herbalism	
    kit,	
    a	
    set	
    of	
    
  traveler's	
    clothes,	
    and	
    a	
    belt	
    pouch	
    containing	
    15	
    gp	
    
  Feature:	
    The	
    Doctor	
    Is	
    In	
    
  If	
    you	
    work	
    as	
    a	
    healer	
    during	
    your	
    downtime	
    from	
    
  adventuring	
    you	
    are	
    able	
    to	
    afford	
    a	
    comfortable	
    lifestyle	
    
  for	
    yourself.	
    In	
    addition,	
    whenever	
    you	
    and	
    your	
    allies	
    are	
    
  in	
    a	
    civilized	
    settlement,	
    you	
    are	
    able	
    to	
    provide	
    them	
    with	
    
  free	
    medical	
    care	
    and	
    hospital	
    beds,	
    provided	
    they	
    are	
    sick	
    
  or	
    injured.	
    This	
    is	
    provided	
    as	
    a	
    professional	
    courtesy	
    from	
    
  your	
    former	
    colleagues	
    in	
    the	
    field	
    of	
    medicine.	
    
  Suggested	
    Characteristics	
    
  Many	
    doctors	
    share	
    a	
    passion	
    for	
    healing	
    the	
    human	
    body,	
    
  whether	
    or	
    not	
    they	
    have	
    bedside	
    manner.	
    Their	
    studies	
    
  and	
    experiences	
    have	
    given	
    them	
    an	
    edge	
    and	
    they	
    are	
    
  often	
    the	
    smartest	
    person	
    in	
    the	
    room.	
    This	
    quality	
    can	
    
  make	
    some	
    haughty	
    know-­‐it-­‐alls,	
    but	
    those	
    who	
    are	
    kind	
    
  are	
    mentors	
    sought	
    out	
    for	
    advice.	
    Many	
    societies	
    hold	
    
  their	
    healers	
    in	
    high	
    esteem	
    for	
    good	
    reason.	
    It's	
    up	
    to	
    you	
    
  if	
    this	
    went	
    to	
    your	
    head	
    or	
    not.	
    
  d8 Personality Traits 
  1 
  I talk about bodily fluids and other subjects most find gross, 
  but I do not. 
  2 
  I constantly give out unsolicited medical advice. 
  3 
  When there is a problem I cannot solve or diagnose, I talk it 
  through until I figure it out. 
  4 
  I can never give an answer with 100 percent certainty because 
  nothing is certain... I think. 
  5 
  When I give instructions I just tell people what to do, never 
  why. 
  6 
  I stare openly at people who have medical ailments. 
  7 
  When I see a problem that needs solving I become obsessed 
  with finding the answer. 
  8 
  I speak up whenever I see a person doing anything I don't like. 
  	
    
  d6 Ideals 
  1 
  Reason. There are no coincidences because everything can be 
  explained with logic. (Lawful) 
  2 
  Charity. All creatures have a right to proper medical care. 
  (Good) 
  d6 Ideals 
  3 
  People. Governments do not have the best interests of their 
  people at heart. (Chaotic) 
  4 
  Knowledge. True power over the anatomy can fix any 
  problem. (Neutral) 
  5 
  Mercy. To take the life of any creature without first 
  exhausting all other options is unthinkable. (Good) 
  6 
  Independence. I only provide help to those who ask. 
  (Neutral) 
  	
    
  d6 Bonds 
  1 
  I own a scalpel that has been in my family for generations. 
  2 
  I'm determined to find a cure to a disease that took my lover.  
  3 
  I am devoted to the school where I learned my trade and hope 
  to return as a professor someday. 
  4 
  I feel drawn to other medical professionals and seek out their 
  company. 
  5 
  I have a fascination with a particularly specialized field of 
  medicine, such as leeching or amputation. 
  6 
  I have a precious research diary that contains all my medical 
  observations and thoughts. 
  	
    
  d6 Flaws 
  1 
  My opinion is always factually correct. 
  2 
  If you ask me a question and I don't know the answer, I lie. 
  3 
  When someone does something even a little foolish, I can't 
  help but berate them. 
  4 
  I do not have a sense of humor, especially when it comes to 
  jokes at my expense. 
  5 
  I am very worried about the long-term effects of magical 
  healing, but I will rely on it in a pinch. 
  6 
  In cases of extreme suffering I will take the life of patients 
  even when it is against their wishes. 
  	
    
  Variant	
    Doctor:	
    Veterinarian	
    
  If	
    you	
    want	
    to	
    play	
    a	
    doctor	
    who	
    treats	
    animals	
    instead	
    of	
    
  people,	
    you	
    gain	
    proficiency	
    in	
    the	
    Animal	
    Handling	
    skill	
    
  instead	
    of	
    the	
    Investigation	
    skill.	
    In	
    addition	
    give	
    yourself	
    
  the	
    Sure	
    Thing,	
    Doc	
    background	
    feature	
    in	
    place	
    of	
    The	
    
  Doctor	
    Is	
    In	
    feature.	
    
  	
    
  Variant	
    Feature:	
    Sure	
    Thing,	
    Doc	
    
  If	
    you	
    work	
    as	
    a	
    vet	
    during	
    your	
    adventuring	
    downtime,	
    
  you	
    are	
    able	
    to	
    afford	
    a	
    comfortable	
    lifestyle	
    for	
    yourself.	
    In	
    
  addition	
    when	
    you	
    require	
    an	
    animal	
    (such	
    as	
    horses	
    for	
    
  mounts	
    or	
    bloodhounds	
    for	
    tracking)	
    you	
    are	
    able	
    to	
    
  borrow	
    them	
    from	
    a	
    client,	
    provided	
    you	
    return	
    the	
    
  animals	
    in	
    good	
    health.	
    The	
    actual	
    terms	
    of	
    the	
    agreement	
    
  with	
    the	
    client	
    are	
    between	
    the	
    DM	
    and	
    you.	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  8	
    
  Farmer	
    
  You	
    have	
    worked	
    the	
    land	
    and	
    hand-­‐raised	
    livestock	
    from	
    
  birth	
    to	
    feed	
    the	
    mouths	
    of	
    many.	
    As	
    a	
    farmer,	
    you	
    woke	
    up	
    
  before	
    the	
    sun	
    and	
    came	
    in	
    from	
    working	
    the	
    fields	
    after	
    it	
    
  set.	
    You	
    have	
    left	
    behind	
    a	
    mundane	
    life	
    to	
    seek	
    adventure	
    
  for	
    thrill	
    or	
    fame	
    or	
    fortune.	
    Work	
    with	
    your	
    DM	
    to	
    
  determine	
    the	
    types	
    of	
    livestock	
    and	
    crops	
    you	
    had	
    on	
    your	
    
  farm.	
    It	
    might	
    have	
    been	
    pigs	
    and	
    corn,	
    or	
    perhaps	
    
  you	
    raised	
    deep	
    rothe	
    and	
    mushrooms	
    in	
    the	
    Underdark.	
    
  	
    
  Skill	
    Proficiencies:	
    Animal	
    Handling,	
    Nature	
    
  Tool	
    Proficiencies:	
    Vehicles	
    (land)	
    
  Languages:	
    One	
    of	
    your	
    choice	
    
  Equipment:	
    A	
    relative's	
    recipe	
    for	
    homemade	
    stew,	
    an	
    iron	
    
  pot,	
    50	
    feet	
    of	
    hemp	
    rope,	
    2	
    gp	
    worth	
    of	
    trade	
    goods	
    (your	
    
  choice),	
    a	
    set	
    of	
    common	
    clothes,	
    and	
    a	
    belt	
    pouch	
    with	
    5	
    gp	
    
  Feature:	
    Farmhand	
    
  When	
    you	
    are	
    not	
    adventuring	
    you	
    are	
    able	
    to	
    provide	
    a	
    
  modest	
    lifestyle	
    for	
    yourself	
    by	
    working	
    on	
    another's	
    farm.	
    
  You	
    might	
    sleep	
    in	
    the	
    hayloft	
    or	
    in	
    a	
    spare	
    room.	
    
  By	
    working	
    this	
    way,	
    you	
    also	
    ingratiate	
    yourself	
    to	
    the	
    
  farm	
    owner,	
    who	
    gives	
    you	
    free	
    food	
    for	
    your	
    adventures.	
    
  Before	
    leaving	
    on	
    an	
    adventure	
    you	
    are	
    given	
    enough	
    food	
    
  for	
    you	
    and	
    your	
    party	
    to	
    eat	
    for	
    a	
    week	
    while	
    traveling	
    and	
    
  adventuring.	
    
  Suggested	
    Characteristics	
    
  Farmers	
    are	
    defined	
    by	
    the	
    simple	
    life	
    -­‐	
    you	
    haven't	
    had	
    as	
    
  much	
    excitement	
    in	
    your	
    life	
    as	
    others.	
    Before	
    your	
    
  adventuring	
    career	
    began,	
    you	
    may	
    have	
    never	
    left	
    your	
    
  village	
    or	
    town.	
    A	
    farmer	
    could	
    be	
    eager,	
    scared,	
    or	
    naive	
    on	
    
  adventures,	
    but	
    all	
    are	
    defined	
    by	
    their	
    strong	
    connection	
    
  to	
    the	
    farm	
    where	
    they	
    were	
    raised.	
    
  d8 Personality Traits 
  1 
  I really enjoy talking about and spending time with 
  domesticated animals. 
  2 
  I have a catch phrase I use whenever I am surprised. 
  3 
  I often lose the point of the story I am telling. 
  4 
  I have a tick I can't control when I am scared or excited. 
  5 
  I often sing the songs of my homeland without provocation. 
  6 
  I look forward to eating and enjoy every bite of every meal. 
  7 
  I stare openly at that which I have never seen before. 
  8 
  I laugh very loud and clap my hands when I am amused. 
  	
    
  d6 Ideals 
  1 
  Manners. I conduct myself in public with the utmost respect 
  for all people around me. (Lawful) 
  2 
  Generosity. I am happy to share whatever I have with those 
  less fortunate. (Good) 
  3 
  Destiny. I was meant for more than the simple life. (Neutral) 
  d6 Ideals 
  4 
  Faith. I am left the farm to bring my religion to others. (Any) 
  5 
  Freedom. I want to experience everything I can. (Chaotic) 
  6 
  Knowledge. I learn everything I can about the world. (Any) 
  	
    
  d6 Bonds 
  1 
  My dog ran away when I was irresponsible with its care. 
  2 
  My parents have fallen on hard times and I have vowed to 
  help them repair the farm. 
  3 
  My best friend is betrothed to the woman I secretly love. 
  4 
  I will get vengeance on the monsters that destroyed my village. 
  5 
  I can only get my favorite food in the town of my birth. 
  6 
  I have a prize farm animal I love to show off to others. 
  	
    
  d6 Flaws 
  1 
  I sometimes wander off without telling anyone. 
  2 
  I am easily fooled and believe whatever I am told. 
  3 
  I lie to others to appear more experienced than I am. 
  4 
  I ask rude, abrasive questions to strangers. 
  5 
  I spend coin too quickly. 
  6 
  I do not open my mind to the ethics and morals of others. 
  	
    	
    	
    	
    	
    	
    	
    
  	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  9	
    
  Harvester	
    
  You	
    were	
    a	
    lumberjack,	
    miner,	
    oil	
    driller,	
    or	
    had	
    another	
    
  profession	
    that	
    gathers	
    resources	
    nature	
    created.	
    The	
    wild	
    
  has	
    a	
    lot	
    to	
    offer	
    and	
    taking	
    those	
    goods	
    was	
    the	
    way	
    you	
    
  made	
    a	
    living.	
    Decide	
    the	
    nature	
    of	
    your	
    profession	
    or	
    roll	
    on	
    
  the	
    table	
    below	
    and	
    why	
    you	
    left	
    this	
    life	
    to	
    make	
    a	
    career	
    as	
    
  an	
    adventurer.	
    
  d6 Job 
  1 
  Metal miner 
  2 
  Gem miner 
  3 
  Lumberjack 
  4 
  Oil driller 
  5 
  Fungus and herb collector 
  6 
  Fur trapper 
  	
    
  Skill	
    Proficiencies:	
    Athletics,	
    Nature	
    
  Tool	
    Proficiencies:	
    Vehicles	
    (land)	
    
  Languages:	
    One	
    of	
    your	
    choice	
    
  Equipment:	
    	
    A	
    work	
    knife,	
    50	
    feet	
    of	
    hemp	
    rope,	
    an	
    ancient	
    
  copper	
    coin	
    found	
    in	
    the	
    wilderness,	
    a	
    set	
    of	
    common	
    clothes,	
    
  and	
    a	
    belt	
    pouch	
    containing	
    10	
    gp	
    
  Feature:	
    Appraisal	
    
  Other	
    harvesters	
    respect	
    your	
    life	
    of	
    hard	
    labor,	
    and	
    are	
    
  available	
    to	
    consult	
    on	
    the	
    value	
    of	
    non-­‐magical	
    gems	
    and	
    
  art	
    objects	
    for	
    free.	
    In	
    addition	
    when	
    you	
    find	
    an	
    object	
    of	
    
  value	
    that	
    relates	
    to	
    your	
    profession,	
    you	
    know	
    the	
    value	
    of	
    
  the	
    object	
    and	
    where	
    to	
    find	
    a	
    buyer.	
    
  	
    
  	
    
  Suggested	
    Characteristics	
    
  Whether	
    you	
    value	
    a	
    hard	
    day’s	
    work	
    or	
    not,	
    you	
    know	
    
  what	
    that	
    kind	
    of	
    life	
    is	
    like.	
    While	
    some	
    harvesters	
    can	
    be	
    
  lazy	
    and	
    do	
    what	
    they	
    can	
    to	
    get	
    out	
    of	
    work,	
    many	
    are	
    the	
    
  first	
    to	
    step	
    up	
    and	
    perform	
    a	
    task	
    that	
    needs	
    to	
    be	
    done,	
    
  even	
    if	
    it	
    requires	
    a	
    few	
    hours	
    of	
    backbreaking	
    labor.	
    Often	
    
  a	
    harvester	
    is	
    proud	
    of	
    the	
    work	
    that	
    they	
    do,	
    but	
    some	
    
  have	
    changes	
    of	
    heart	
    and	
    believe	
    their	
    professions	
    take	
    
  too	
    much	
    from	
    nature.	
    
  d8 Personality Traits 
  1 
  I believe I work harder than anyone else. 
  2 
  I am usually worried about money. 
  3 
  I listen to everyone else's opinion before I give my own. 
  4 
  I enjoy learning about new technologies in my field. 
  5 
  I believe every good job deserves a good reward. 
  6 
  When I am in large crowds of people, I fidget. 
  7 
  I use sayings my parents told me. 
  8 
  I love a good dirty joke. 
  	
    
  d6 Ideals 
  1 
  Family. Friends needs come before everything else. (Neutral) 
  2 
  Power. I take from the land as I would take anything from 
  anyone too weak to resist. (Evil) 
  3 
  Community. Working with a team I am stronger and collect 
  more rewards than I would alone. (Good) 
  4 
  Survival. If you didn’t earn it, it’s not yours. (Neutral) 
  5 
  Generosity. The rewards I get are for all to share. (Good) 
  6 
  Creativity. I don't care how I approach a job, as long as it gets 
  done. (Chaos) 
  	
    
  d6 Bonds 
  1 
  I plan to be married as soon as I have enough money. 
  2 
  My prize harvest was stolen by a rival and I want it back. 
  3 
  My best friend is in prison for a crime he did not commit. 
  4 
  I will restore the lands from which I harvested too much. 
  5 
  I always have a job waiting for me back home. 
  6 
  My work gloves belonged to a deceased family member. 
  	
    
  d6 Flaws 
  1 
  I often drink too much when I feel I've worked hard. 
  2 
  I do not give in, even when I know I am wrong. 
  3 
  I secretly worry about the effect my harvests have on the land. 
  4 
  I borrow money with no intention of paying it back. 
  5 
  I do not ask for help when I need it. 
  6 
  I make fun of people for not knowing the things I know. 
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  10	
    
  Legendary	
    Lineage	
    
  You	
    have	
    heroes	
    in	
    your	
    family	
    background	
    and	
    the	
    story	
    of	
    
  your	
    ancestors	
    is	
    known	
    far	
    and	
    wide.	
    Perhaps	
    your	
    parents	
    
  were	
    a	
    famous	
    adventuring	
    duo,	
    or	
    a	
    grandparent	
    hunted	
    
  and	
    killed	
    great	
    evils.	
    Maybe	
    your	
    heroic	
    bloodline	
    has	
    many	
    
  heroes	
    within	
    it	
    going	
    back	
    as	
    far	
    as	
    any	
    can	
    remember.	
    
  Whatever	
    the	
    case,	
    the	
    deeds	
    of	
    those	
    who	
    came	
    before	
    you	
    
  are	
    great	
    and	
    the	
    public's	
    expectation	
    of	
    your	
    
  accomplishments	
    is	
    even	
    greater.	
    The	
    weight	
    of	
    your	
    family	
    
  name	
    affects	
    all	
    you	
    do.	
    
  	
    
  	
    
  	
    
  Skill	
    Proficiencies:	
    Athletics,	
    History	
    
  Tool	
    Proficiencies:	
    Vehicles	
    (land)	
    
  Languages:	
    One	
    of	
    your	
    choice	
    
  Equipment:	
    A	
    set	
    of	
    traveler's	
    clothes,	
    a	
    wood	
    figure	
    made	
    
  in	
    the	
    likeness	
    of	
    an	
    ancestor,	
    a	
    signet	
    ring,	
    a	
    gaming	
    set	
    in	
    
  which	
    you	
    are	
    proficient,	
    and	
    a	
    belt	
    pouch	
    containing	
    15	
    gp	
    
  Feature:	
    Good	
    Reputation	
    
  Since	
    your	
    family	
    name	
    is	
    known,	
    you	
    can	
    reap	
    many	
    
  benefits	
    by	
    flying	
    the	
    flag	
    of	
    your	
    heritage.	
    People	
    in	
    
  positions	
    of	
    power	
    and	
    privilege	
    are	
    willing	
    to	
    take	
    a	
    
  meeting	
    with	
    you	
    and	
    grant	
    you	
    favors.	
    The	
    DM	
    decides	
    the	
    
  extent	
    and	
    effect	
    of	
    these	
    favors,	
    but	
    they	
    should	
    not	
    
  involve	
    lavish	
    gifts	
    or	
    great	
    personal	
    risk	
    to	
    the	
    granter.	
    
  Suggested	
    Characteristics	
    
  You've	
    lived	
    a	
    different	
    life	
    than	
    those	
    less	
    famous	
    and	
    
  probably	
    don't	
    know	
    yourself	
    as	
    well	
    as	
    you	
    should.	
    Since	
    
  birth	
    you've	
    been	
    told	
    you	
    are	
    special	
    and	
    destined	
    for	
    
  greatness,	
    which	
    is	
    an	
    idea	
    you	
    may	
    be	
    eager	
    to	
    prove	
    or	
    
  disprove.	
    You're	
    used	
    to	
    being	
    under	
    pressure	
    and	
    to	
    folks	
    
  talking	
    about	
    you	
    both	
    to	
    your	
    face	
    and	
    behind	
    your	
    back.	
    
  As	
    you	
    start	
    your	
    adventuring	
    career	
    you	
    have	
    a	
    choice	
    to	
    
  make.	
    Most	
    people	
    of	
    a	
    heroic	
    lineage	
    who	
    adventure	
    either	
    
  embrace	
    the	
    family	
    name	
    or	
    try	
    to	
    get	
    out	
    there	
    and	
    make	
    
  their	
    own	
    way.	
    The	
    result,	
    however,	
    is	
    the	
    same	
    -­‐	
    a	
    
  determined	
    hero	
    trying	
    to	
    show	
    the	
    world	
    they	
    are	
    
  something	
    more	
    just	
    a	
    lucky	
    kid	
    with	
    the	
    right	
    parents.	
    
  	
    
  	
    
  d8 Personality Traits 
  1 
  I am polite and humble to all who fawn over me. 
  2 
  I'm sure you've heard of the great heroes of my family, but let 
  me tell you anyway. 
  3 
  I am quiet in public and don't enjoy being noticed. 
  4 
  I boast about how I will put my ancestors’ deeds to shame. 
  5 
  I am attracted to people who don't fawn over me right away. 
  6 
  I often find reasons to excuse myself from large groups of 
  people who love me for my name. 
  7 
  I am able to fake smile for anyone, even if I hate that person. 
  8 
  I always ask for people to give me free stuff because I can. 
  	
    
  d6 Ideals 
  1 
  Family. I intend to uphold my family name. (Lawful) 
  2 
  Might. I was born better than everyone and so I deserve 
  better than everyone. (Evil) 
  3 
  Individuality. I am not my family's name and will make my 
  own legend. (Chaotic) 
  4 
  Leadership. I feel a call beyond my heritage to protect the 
  people who look to me. (Good) 
  5 
  Aspiration. I want to make the people who believe in me 
  proud. (Neutral) 
  6 
  Generosity. I was lucky to be born into this family and I will 
  give back to those less fortunate. (Good) 
  	
    
  d6 Bonds 
  1 
  I wield the same weapon my ancestor used. 
  2 
  No one knows the real me like my childhood best friend. 
  3 
  A parent will not respect me until I make good on the family 
  name. 
  4 
  I would do anything to protect the town where I grew up. 
  5 
  I have my eye on a quiet cottage to which I plan to retire. 
  6 
  I feel like the only person who really gets me is my dog. 
  	
    
  d6 Flaws 
  1 
  I can only handle so much fawning before I explode in anger. 
  2 
  If I am not constantly praised, I doubt myself. 
  3 
  If you speak ill of my ancestors, I will punch you in the face. 
  4 
  I prefer to have someone else fix my personal problems. 
  5 
  I put down others to boost my own confidence. 
  6 
  If something is fashionable, I will avoid it at all costs. 
  	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  11	
    
  Lycanthrope	
    
  You	
    were	
    afflicted	
    with	
    lycanthropy,	
    a	
    disease	
    which	
    caused	
    
  you	
    to	
    become	
    a	
    shapeshifting	
    monster	
    such	
    as	
    a	
    werewolf	
    
  or	
    wererat.	
    The	
    disease	
    drove	
    you	
    to	
    commit	
    violent	
    acts	
    you	
    
  never	
    even	
    contemplated	
    in	
    real	
    life	
    and	
    though	
    you	
    are	
    
  cured,	
    you	
    must	
    live	
    with	
    the	
    consequences.	
    Perhaps	
    making	
    
  up	
    for	
    those	
    actions	
    causes	
    you	
    to	
    adventure	
    or	
    a	
    
  determination	
    that	
    what	
    happened	
    to	
    you	
    should	
    never	
    
  happen	
    to	
    anyone.	
    Or	
    you	
    may	
    seek	
    to	
    again	
    hold	
    the	
    power	
    
  this	
    supernatural	
    disease	
    brought	
    to	
    you.	
    
  	
     Not	
    all	
    lycanthropes	
    are	
    inherently	
    evil.	
    There	
    is	
    a	
    small	
    
  chance	
    you	
    were	
    a	
    rare	
    werebear	
    or	
    weretiger.	
    If	
    so,	
    your	
    
  actions	
    were	
    probably	
    not	
    sadistic.	
    Still	
    your	
    lycanthropy	
    
  is	
    cured	
    and	
    you've	
    begun	
    a	
    new	
    life	
    as	
    an	
    adventurer,	
    
  maybe	
    because	
    you	
    feared	
    you	
    might	
    hurt	
    those	
    you	
    love	
    or	
    
  because	
    society	
    wouldn't	
    accept	
    you	
    as	
    a	
    lycanthrope	
    no	
    
  matter	
    your	
    actions.	
    
  	
     You	
    decide	
    the	
    length	
    of	
    time	
    you	
    had	
    the	
    disease,	
    the	
    acts	
    
  you	
    committed,	
    and	
    the	
    person	
    who	
    cured	
    you	
    of	
    it.	
    You	
    can	
    
  choose	
    or	
    roll	
    on	
    the	
    table	
    below	
    to	
    determine	
    your	
    type	
    of	
    
  lycanthropy.	
    There	
    are	
    rarer	
    types	
    in	
    some	
    worlds,	
    such	
    as	
    
  weresharks	
    and	
    werespiders.	
    Ask	
    your	
    DM	
    if	
    such	
    options	
    
  are	
    available.	
    
  d20 
  Lycanthrope 
  1 - 10 
  Werewolf 
  11 - 15 
  Wererat 
  16 - 18 
  Wereboar 
  19 
  Weretiger 
  20 
  Werebear 
  	
    
  Skill	
    Proficiencies:	
    Intimidation,	
    Survival	
    
  Languages:	
    Two	
    of	
    your	
    choice	
    
  Equipment:	
    An	
    iron	
    pot,	
    a	
    set	
    of	
    common	
    clothes,	
    a	
    small	
    
  knife,	
    a	
    tooth,	
    claw,	
    or	
    tusk	
    from	
    your	
    old	
    animal	
    form,	
    and	
    
  belt	
    pouch	
    containing	
    10	
    gp	
    
  Feature:	
    Naked	
    Survival	
    
  You	
    are	
    used	
    to	
    waking	
    up	
    cold	
    and	
    naked	
    somewhere	
    in	
    
  the	
    woods	
    miles	
    from	
    home.	
    As	
    such,	
    your	
    body	
    is	
    a	
    bit	
    
  heartier	
    and	
    can	
    withstand	
    harsher	
    conditions	
    than	
    most.	
    
  You	
    are	
    able	
    to	
    do	
    things	
    like	
    sleep	
    naked	
    in	
    the	
    cold	
    
  without	
    a	
    bedroll	
    or	
    go	
    a	
    day	
    without	
    food	
    without	
    having	
    
  gaining	
    levels	
    of	
    exhaustion.	
    If	
    harsh	
    conditions	
    persist	
    or	
    
  are	
    unbearably	
    extreme	
    (as	
    determined	
    by	
    the	
    DM)	
    you	
    
  may	
    still	
    gain	
    levels	
    of	
    exhaustion	
    as	
    normal.	
    
  Suggested	
    Characteristics	
    
  Former	
    lycanthropes	
    are	
    usually	
    withdrawn	
    in	
    social	
    
  situations.	
    Even	
    though	
    the	
    curse	
    of	
    lycanthropy	
    has	
    left	
    
  your	
    veins,	
    it	
    is	
    still	
    a	
    part	
    of	
    your	
    memory	
    and	
    dreams.	
    You	
    
  might	
    do	
    everything	
    you	
    can	
    to	
    avoid	
    triggering	
    those	
    
  memories	
    or	
    you	
    might	
    long	
    for	
    the	
    time	
    when	
    your	
    
  strength	
    was	
    greater	
    and	
    swords	
    couldn't	
    pierce	
    your	
    skin.	
    
  Either	
    way,	
    few	
    understand	
    what	
    you	
    went	
    through,	
    so	
    you	
    
  keep	
    to	
    yourself,	
    trust	
    few,	
    and	
    speak	
    only	
    when	
    necessary.	
    
  d8 Personality Traits 
  1 
  I don't eat meat. It reminds me of when I was a lycanthrope. 
  2 
  It can’t hurt me, but I avoid handling silver with bare hands. 
  3 
  If someone does something I don't like, I growl at them. 
  4 
  I pay very close attention to the cycles of the moon. 
  5 
  Good liquor and a hearty meal are the best way to sleep 
  without nightmares. 
  6 
  If I lecture those who take loved ones for granted. 
  7 
  I prefer the company of a few close friends to crowds. 
  8 
  Whenever I sense a noise, smell, or sight that reminds me of 
  my lycanthropy, I feel ill. 
  	
    
  d6 Ideals 
  1 
  Family. No one comes before my loved ones. (Neutral) 
  2 
  Freedom. People should live their lives their own way. 
  (Chaotic) 
  3 
  Power. Weaklings deserve to be devoured. (Evil) 
  4 
  Chivalry. If I behave myself I shall never again be the savage 
  animal I was. (Lawful) 
  5 
  Righteousness. I shall never do enough good to erase my evil 
  acts, but I'll try. (Good) 
  6 
  Vengeance. I will see all lycanthropes put to rest. (Neutral) 
  	
    
  d6 Bonds 
  1 
  I feel a personal connection to the type of animal I used to be 
  able to become. 
  2 
  A close friend is ready to kill or cure me should my curse 
  return. 
  3 
  There is a town that knew me as a lycanthrope where I cannot 
  show my face. 
  4 
  There is another I have inflicted the curse upon who now 
  hunts me. 
  5 
  I still have the scar from the bite that gave me the curse. 
  6 
  One victim still haunts me whenever I close my eyes. 
  	
    
  d6 Flaws 
  1 
  I secretly want to be a lycanthrope again at any cost. 
  2 
  Even though my curse is gone, in times of great stress my 
  savageness comes out at the wrong time. 
  3 
  I still enjoy the taste of fresh meat. 
  4 
  I would rather hurt those around me emotionally to avoid the 
  risk of hurting them physically. 
  5 
  I would rather a friend or I die than succumb to a curse that 
  changes behavior. 
  6 
  Yeah, I'm rude. You got a problem with that, sire? 
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  12	
    
  Parent	
    
  You	
    have	
    spent	
    years	
    as	
    a	
    primary	
    caretaker	
    of	
    a	
    child	
    or	
    
  children.	
    You	
    might	
    be	
    their	
    biological	
    parent,	
    adoptive	
    
  parent,	
    grandparent,	
    aunt	
    or	
    uncle,	
    family	
    friend,	
    older	
    
  sibling,	
    or	
    cousin.	
    You	
    ended	
    up	
    with	
    the	
    responsibility	
    and	
    
  have	
    been	
    raising	
    and	
    mentoring	
    them	
    in	
    the	
    ways	
    of	
    the	
    
  world.	
    The	
    frustrations,	
    celebrations,	
    long	
    hours,	
    and	
    
  happiness	
    of	
    raising	
    a	
    child	
    are	
    all	
    things	
    you	
    know	
    well.	
    
  	
     The	
    age	
    of	
    your	
    children	
    and	
    who	
    looks	
    after	
    them	
    while	
    
  you	
    adventure	
    is	
    up	
    to	
    you.	
    You	
    might	
    have	
    a	
    score	
    of	
    little	
    
  ones	
    you	
    adopted	
    and	
    a	
    partner	
    who	
    looks	
    after	
    them.	
    All	
    
  your	
    children	
    might	
    be	
    grown	
    and	
    can	
    look	
    after	
    themselves.	
    
  A	
    temple,	
    a	
    neighbor,	
    or	
    the	
    local	
    thieves'	
    guild	
    could	
    watch	
    
  over	
    your	
    children.	
    Maybe	
    the	
    unthinkable	
    has	
    happened	
    
  and	
    you	
    lost	
    your	
    children	
    or	
    they	
    were	
    kidnapped	
    or	
    taken	
    
  from	
    you	
    in	
    some	
    way.	
    The	
    unique	
    relationships	
    with	
    your	
    
  children	
    are	
    yours	
    to	
    determine.	
    
  	
    
  Skill	
    Proficiencies:	
    Insight,	
    Persuasion	
    
  Tool	
    Proficiencies:	
    One	
    type	
    of	
    gaming	
    set	
    
  Languages:	
    One	
    of	
    your	
    choice	
    
  Equipment:	
    A	
    drawing,	
    object,	
    or	
    craft	
    project	
    your	
    children	
    
  made	
    for	
    you,	
    an	
    iron	
    pot,	
    a	
    gaming	
    set,	
    a	
    set	
    of	
    
  common	
    clothes,	
    and	
    a	
    belt	
    pouch	
    containing	
    5	
    gp	
    
  Feature:	
    Get	
    the	
    Dirt	
    
  Parents	
    tend	
    to	
    travel	
    in	
    the	
    same	
    circles	
    and	
    easily	
    relate	
    
  to	
    one	
    another	
    by	
    swapping	
    stories.	
    Anytime	
    you're	
    in	
    a	
    
  populated	
    area	
    and	
    find	
    another	
    group	
    of	
    parents	
    at	
    a	
    
  tavern	
    or	
    other	
    meeting	
    place,	
    you	
    are	
    able	
    to	
    gather	
    
  rumors	
    about	
    what's	
    happening	
    in	
    that	
    area.	
    In	
    addition	
    
  you	
    can	
    watch	
    another	
    parent's	
    children	
    during	
    downtime.	
    
  Any	
    parent	
    who	
    takes	
    you	
    up	
    on	
    this	
    owes	
    you	
    a	
    favor	
    to	
    be	
    
  repaid	
    later.	
    The	
    worth	
    of	
    this	
    favor	
    depends	
    on	
    how	
    long	
    
  you	
    watched	
    the	
    other	
    parent's	
    children	
    and	
    the	
    DM.	
    
  Suggested	
    Characteristics	
    
  As	
    a	
    parent	
    you	
    are	
    a	
    natural	
    leader.	
    You	
    are	
    calm	
    under	
    
  pressure.	
    You	
    understand	
    conflict	
    resolution	
    and	
    
  negotiation.	
    Your	
    children	
    give	
    you	
    strength	
    and	
    a	
    reason	
    
  to	
    keep	
    living	
    and	
    adventuring.	
    Some	
    other	
    adventurers	
    
  might	
    see	
    having	
    a	
    child	
    as	
    a	
    weakness	
    enemies	
    can	
    exploit,	
    
  but	
    you	
    know	
    the	
    truth.	
    Having	
    children	
    gives	
    you	
    a	
    
  purpose	
    beyond	
    fortune	
    and	
    glory.	
    
  d8 Personality Traits 
  1 
  I take every opportunity to boast about my children. 
  2 
  I worry about people when they're in a dangerous situation. 
  3 
  I am always giving advice even when it isn't asked for. 
  4 
  Talking about bodily fluids does not faze me. Get used to it. 
  5 
  I happy to help resolve other people’s personal conflicts. 
  6 
  I know that working hard is the only way things get done. 
  7 
  I find great joy in the smallest triumphs. 
  8 
  I enjoy playing with children, even those who are not mine. 
  	
    
  d6 Ideals 
  1 
  Family. Everything I do is for my children. (Any) 
  2 
  Responsibility. The adults my children become are formed 
  by the examples I set. (Lawful) 
  3 
  Creativity. The only way people grow is by feeling free to 
  express themselves. (Chaotic) 
  4 
  Power. People should do as I say because I'm smarter than 
  they are. (Evil) 
  5 
  Protection. Those who have power must shield innocent 
  people who do not. (Good) 
  6 
  Sincerity. Staying honest will keep you out of trouble in the 
  long run. (Neutral) 
  	
    
  d6 Bonds 
  1 
  I know a family recipe that I hope to pass to my children. 
  2 
  I would give my life to save any child. 
  3 
  I have promised to take my children on a special vacation to a 
  specific place someday. 
  4 
  There is an expensive house I have my eye on for my family. 
  5 
  My children will be educated at the same institution where I 
  learned my trade. 
  6 
  My family name must never be disgraced. 
  	
    
  d6 Flaws 
  1 
  I push other people into doing things they don't want to do 
  when I want them to do. 
  2 
  My home life is so stressful that I do reckless things to blow 
  off steam. 
  3 
  Whenever others tell stories about their children I must top it 
  with one about my own. 
  4 
  I correct anyone who is doing something that annoys me even 
  a slightest bit. 
  5 
  It is more important to win an argument than to be right. 
  6 
  I'd rather give people whatever they ask for than deny it and 
  disappoint them. 
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  13	
    
  Polymorphed	
    
  You	
    were	
    transformed	
    into	
    an	
    animal	
    or	
    monster	
    and	
    lived	
    
  that	
    way	
    for	
    years.	
    You	
    most	
    likely	
    entered	
    this	
    form	
    
  unwillingly	
    but	
    how	
    you	
    came	
    down	
    with	
    this	
    affliction	
    is	
    up	
    
  to	
    you.	
    A	
    caster	
    with	
    an	
    ax	
    to	
    grind	
    may	
    have	
    cast	
    true	
    
  polymorph	
    for	
    some	
    petty	
    offense	
    committed	
    by	
    you	
    or	
    a	
    
  loved	
    one.	
    Maybe	
    you	
    unwittingly	
    donned	
    a	
    cursed	
    magic	
    
  item.	
    Perhaps	
    you	
    activated	
    some	
    arcane	
    trap	
    when	
    you	
    
  accidentally	
    stumbled	
    into	
    an	
    ancient	
    ruin.	
    You	
    could	
    have	
    
  made	
    the	
    choice	
    willingly	
    to	
    infiltrate	
    some	
    group	
    of	
    
  monsters	
    or	
    hide	
    as	
    a	
    beast	
    from	
    someone	
    hunting	
    you.	
    You	
    
  also	
    should	
    decide	
    who	
    or	
    what	
    changed	
    you	
    back	
    to	
    your	
    
  true	
    form.	
    
  	
     You	
    were	
    in	
    your	
    alternate	
    form	
    for	
    years.	
    How	
    was	
    living	
    
  in	
    that	
    form	
    different	
    from	
    the	
    way	
    you	
    lived	
    your	
    life	
    
  before?	
    In	
    what	
    ways	
    were	
    you	
    more	
    powerful?	
    Less	
    
  powerful?	
    Do	
    you	
    miss	
    the	
    strength	
    of	
    your	
    old	
    form	
    or	
    are	
    
  you	
    glad	
    to	
    be	
    back	
    in	
    your	
    own	
    flesh?	
    
  	
    
  Skill	
    Proficiencies:	
    Survival	
    and	
    Animal	
    Handling	
    or	
    
  Deception	
    
  Languages:	
    Two	
    of	
    your	
    choice	
    
  Equipment:	
    A	
    bag	
    of	
    caltrops,	
    a	
    realistic	
    ink	
    drawing	
    of	
    
  your	
    polymorphed	
    form,	
    a	
    set	
    of	
    common	
    clothes,	
    and	
    a	
    belt	
    
  pouch	
    with	
    5	
    gp	
    
  Feature:	
    Kindred	
    Spirit	
    
  Nonhostile	
    creatures	
    of	
    the	
    same	
    type	
    as	
    
  your	
    polymorphed	
    form	
    are	
    inclined	
    to	
    like	
    you.	
    These	
    
  creatures	
    might	
    help	
    guide	
    you	
    to	
    a	
    place	
    if	
    they	
    know	
    its	
    
  location,	
    provide	
    you	
    with	
    shelter,	
    or	
    shield	
    you	
    from	
    
  danger,	
    provided	
    they	
    are	
    not	
    put	
    directly	
    into	
    harm’s	
    way.	
    
  Variant	
    Feature:	
    Body	
    Horror	
    
  This	
    feature	
    is	
    meant	
    for	
    games	
    using	
    the	
    variant	
    madness	
    
  rules	
    in	
    the	
    Dungeon	
    Master’s	
    Guide	
    (pages	
    258-­‐260).	
    
  Before	
    choosing	
    this	
    feature	
    you	
    must	
    ask	
    your	
    DM.	
    You	
    
  have	
    spent	
    so	
    much	
    time	
    in	
    the	
    form	
    of	
    another	
    creature	
    
  that	
    you	
    are	
    not	
    easily	
    shocked	
    by	
    bodily	
    manipulation	
    and	
    
  mutilation.	
    Whenever	
    such	
    a	
    sight	
    would	
    cause	
    you	
    to	
    save	
    
  against	
    a	
    madness	
    effect	
    you	
    automatically	
    succeed.	
    
  Suggested	
    Characteristics	
    
  You	
    have	
    spent	
    so	
    much	
    time	
    in	
    the	
    skin	
    of	
    another	
    form	
    
  that	
    you’re	
    not	
    comfortable	
    with	
    your	
    true	
    body.	
    This	
    
  discomfort	
    may	
    manifest	
    in	
    a	
    physical	
    form	
    like	
    fidgeting,	
    
  wearing	
    baggy	
    or	
    eccentric	
    clothing,	
    or	
    the	
    need	
    to	
    change	
    
  your	
    appearance	
    through	
    tattoos	
    or	
    piercings.	
    You	
    may	
    
  have	
    more	
    of	
    a	
    subconscious	
    mental	
    tick	
    like	
    targeting	
    the	
    
  appearance	
    of	
    others	
    to	
    make	
    yourself	
    feel	
    better	
    or	
    
  nightmares	
    of	
    once	
    again	
    living	
    in	
    your	
    polymorphed	
    form.	
    
  Your	
    old	
    form	
    was	
    a	
    prison	
    that	
    hid	
    your	
    true	
    self,	
    but	
    it	
    
  was	
    also	
    a	
    way	
    to	
    keep	
    yourself	
    shielded	
    from	
    harm.	
    
  	
    
  	
    
  	
    
  d8 Personality Traits 
  1 
  I am always fidgeting because I am uncomfortable. 
  2 
  I retained a rude physical behavior of my polymorphed form. 
  3 
  I obsess over my appearance and wear eccentric outfits. 
  4 
  I always judge the way others look. 
  5 
  I am unsure of what to say when people ask about me. 
  6 
  I often speak in my head by accident instead of aloud. 
  7 
  I find it’s easier to lie than give real personal details. 
  8 
  I must keep touching my body to reassure myself I’m in it. 
  	
    
  d6 Ideals 
  1 
  Freedom. People should be free to express who they are. 
  (Chaotic) 
  2 
  Power. If it gets me what I want, I’ll manipulate anyone. (Evil) 
  3 
  Security. All people deserve a place where they feel at peace. 
  (Good) 
  4 
  Beauty. All people should appreciate who they are. (Neutral) 
  5 
  Authority. If you respect authority, you will be protected. 
  (Lawful) 
  6 
  Dog Eat Dog. To survive you must be the smartest or 
  strongest. (Neutral) 
  	
    
  d6 Bonds 
  1 
  I have altered my appearance to look like my polymorphed 
  form. 
  2 
  Some friends I made in my polymorphed form don’t know 
  I’ve been turned back. 
  3 
  I carry a piece of my old body. 
  4 
  The place where I spent most of my time while polymorphed 
  is home to me. 
  5 
  I still haven’t seen my family since before I was polymorphed. 
  6 
  I still enjoy eating what I ate in my polymorphed form. 
  	
    
  d6 Flaws 
  1 
  I want to be back in my polymorphed form. 
  2 
  I sometimes believe I still possess abilities of my polymorphed 
  form that I no longer have. 
  3 
  All transmutation magic is terrible and must be stopped. 
  4 
  I physically hurt myself for assurance I am in my true form 
  5 
  It’s easier to back down from an argument than try to 
  convince someone I'm right. 
  6 
  The opinions of my friends are more important than my own. 
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  14	
    
  Possessed	
    
  You	
    have	
    spent	
    a	
    significant	
    amount	
    of	
    time	
    under	
    the	
    thrall	
    
  of	
    some	
    malicious	
    entity	
    which	
    controlled	
    your	
    every	
    action.	
    
  It	
    could	
    be	
    that	
    the	
    dominance	
    of	
    an	
    aberration	
    or	
    vampire	
    
  brought	
    about	
    your	
    slavery	
    or	
    you	
    may	
    have	
    been	
    possessed	
    
  by	
    some	
    undead	
    spirit	
    or	
    fiend.	
    Under	
    the	
    thrall	
    of	
    this	
    being	
    
  you	
    might	
    have	
    been	
    forced	
    into	
    heavy	
    labor,	
    gladiatorial	
    
  combat,	
    or	
    some	
    more	
    unpleasant	
    machinations	
    that	
    were	
    
  part	
    of	
    the	
    villain's	
    greater	
    scheme.	
    The	
    being	
    might	
    have	
    
  been	
    practical	
    and	
    controlled	
    you	
    in	
    a	
    pragmatic	
    way,	
    or	
    it	
    
  could	
    have	
    been	
    a	
    right	
    villain	
    who	
    delighted	
    in	
    cruelty	
    and	
    
  made	
    you	
    hurt	
    the	
    people	
    who	
    loved	
    you.	
    It	
    is	
    up	
    to	
    you	
    
  whether	
    you	
    remember	
    all	
    the	
    details	
    and	
    your	
    actions	
    
  during	
    the	
    possession	
    or	
    if	
    you	
    only	
    have	
    fragments	
    of	
    
  memory	
    to	
    piece	
    together.	
    
  	
     What	
    was	
    the	
    end	
    result	
    of	
    your	
    possession?	
    Did	
    someone	
    
  drive	
    the	
    evil	
    presence	
    out	
    of	
    you?	
    Did	
    the	
    being	
    leave	
    of	
    its	
    
  own	
    accord?	
    Was	
    it	
    destroyed	
    or	
    it	
    did	
    it	
    promise	
    to	
    return	
    
  to	
    take	
    you	
    again	
    some	
    day?	
    How	
    has	
    the	
    possession	
    left	
    you	
    
  feeling?	
    Sad	
    and	
    broken?	
    Ready	
    to	
    take	
    on	
    the	
    world	
    again?	
    
  Terrified	
    it	
    may	
    happen	
    again?	
    
  	
    
  Skill	
    Proficiencies:	
    Deception,	
    Perception	
    
  Tool	
    Proficiencies:	
    One	
    type	
    of	
    artisan's	
    tools,	
    gaming	
    set,	
    
  or	
    musical	
    instrument	
    which	
    reflects	
    the	
    hobbies	
    and	
    taste	
    
  of	
    the	
    being	
    who	
    possessed	
    you.	
    
  Languages:	
    One	
    of	
    your	
    choice	
    
  Equipment:	
    A	
    set	
    of	
    common	
    clothes,	
    a	
    small	
    knife,	
    a	
    
  wearable	
    trinket	
    like	
    a	
    ring	
    or	
    bracelet	
    given	
    to	
    you	
    by	
    the	
    
  being	
    who	
    possessed	
    you	
    which	
    cannot	
    be	
    thrown	
    away	
    or	
    
  destroyed,	
    and	
    belt	
    pouch	
    containing	
    15	
    gp	
    
  Feature:	
    Living	
    Conduit	
    
  As	
    a	
    creature	
    who	
    has	
    previously	
    been	
    possessed	
    for	
    a	
    long	
    
  time,	
    you	
    share	
    a	
    connection	
    with	
    the	
    specific	
    type	
    of	
    
  creature	
    that	
    possessed	
    you	
    (e.g.	
    ghosts).	
    As	
    a	
    result	
    you	
    
  can	
    tap	
    into	
    the	
    minds	
    of	
    such	
    creatures	
    and	
    seek	
    
  information	
    on	
    a	
    specific	
    subject	
    by	
    meditating	
    for	
    a	
    day	
    
  during	
    downtime.	
    The	
    quality	
    of	
    this	
    information	
    is	
    up	
    to	
    
  the	
    DM.	
    It	
    usually	
    comes	
    in	
    fragments	
    and	
    flashes	
    and	
    if	
    the	
    
  creatures	
    you	
    seek	
    know	
    nothing	
    about	
    the	
    subject,	
    your	
    
  meditation	
    yields	
    no	
    information.	
    
  Suggested	
    Characteristics	
    
  You	
    are	
    a	
    rare	
    creature	
    to	
    have	
    been	
    possessed	
    for	
    so	
    long	
    
  and	
    lived.	
    As	
    a	
    result	
    it	
    might	
    be	
    difficult	
    for	
    others	
    to	
    relate	
    
  to	
    you.	
    Do	
    you	
    keep	
    this	
    part	
    of	
    your	
    past	
    to	
    yourself	
    in	
    
  order	
    to	
    work	
    with	
    your	
    party	
    or	
    constantly	
    talk	
    about	
    the	
    
  experience	
    to	
    help	
    them	
    understand	
    what	
    you	
    went	
    
  through?	
    How	
    does	
    being	
    so	
    closed	
    off	
    or	
    so	
    open	
    affect	
    the	
    
  rest	
    of	
    your	
    life?	
    It	
    might	
    be	
    difficult	
    for	
    you	
    to	
    trust	
    others	
    
  and	
    you're	
    a	
    natural	
    skeptic	
    when	
    it	
    comes	
    to	
    kindness.	
    
  What's	
    their	
    game?	
    Are	
    they	
    trying	
    to	
    manipulate	
    you?	
    
  Manipulation	
    is	
    just	
    another	
    form	
    of	
    possession	
    and	
    you	
    
  won't	
    let	
    that	
    happen	
    again.	
    
  	
    
  d8 Personality Traits 
  1 
  I react to surprises with a quick expression of fear. 
  2 
  I distain a certain food I ate all the time while I was possessed. 
  3 
  My trust can only be earned by people who prove themselves 
  in life-threatening situations. 
  4 
  Any mention of the entity which possessed me causes rage. 
  5 
  I must talk about my experience in order to cope with it. 
  6 
  I mumble when I speak. 
  7 
  I must exercise each day to keep my demons at bay. 
  8 
  I never ask directly for what I want and talk around my 
  request until you figure it out. 
  	
    
  d6 Ideals 
  1 
  Freedom. No person is beholden to another. (Chaotic) 
  2 
  Power. The only way to prevent domination is to dominate 
  others. (Evil) 
  3 
  Protection. Those who commit evil against the innocent must 
  be stopped. (Good) 
  4 
  Respect. People deserve to be treated like people. (Lawful) 
  5 
  Redemption. I must prove to myself that my life is my own 
  again. (Neutral) 
  6 
  Creativity. Nothing is more important than free expression. 
  (Chaotic) 
  	
    
  d6 Bonds 
  1 
  The being which possessed me left a mark upon my skin I 
  cannot remove. 
  2 
  While possessed I hurt someone close to me and I have yet to 
  repair the relationship. 
  3 
  I haven't been back to my home since my possession ended. 
  4 
  I composed a poem in my head when I was possessed and 
  even now it brings me comfort. 
  5 
  I still do not know who cured me of my possession. 
  6 
  While possessed I met the love of my life. 
  	
    
  d6 Flaws 
  1 
  When I drink, I forget my past so I drink a lot. 
  2 
  I am cold when dealing with new people even if they are kind. 
  3 
  I took on a bit of my possessor's love of cruelty and display 
  that when questioning enemies. 
  4 
  To remind mw that I am back in my true form, I physically 
  hurt myself. 
  5 
  I fall deeply in love with new love interests right away. 
  6 
  Physical pain makes me forget emotional pain. 
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  15	
    
  Raised	
    by	
    Animals	
    
  When	
    you	
    were	
    a	
    child	
    beasts	
    raised	
    you	
    in	
    the	
    elements.	
    
  The	
    exact	
    type	
    of	
    beast	
    is	
    up	
    to	
    you,	
    but	
    most	
    often	
    large	
    
  mammals	
    like	
    wolves,	
    big	
    cats,	
    bears,	
    and	
    dolphins	
    raised	
    
  characters	
    with	
    this	
    background.	
    Instead	
    of	
    ignoring	
    or	
    
  devouring	
    you,	
    these	
    beasts	
    took	
    you	
    in	
    as	
    one	
    of	
    their	
    own	
    
  and	
    protected	
    you.	
    They	
    taught	
    you	
    to	
    hunt	
    and	
    thrive	
    in	
    the	
    
  uncivilized	
    world.	
    Even	
    with	
    your	
    beast	
    family	
    looking	
    out	
    
  for	
    you,	
    survival	
    was	
    still	
    a	
    daily	
    struggle.	
    
  	
     How	
    did	
    you	
    come	
    to	
    live	
    with	
    these	
    animals?	
    Were	
    you	
    
  abandoned	
    by	
    your	
    parents	
    in	
    nature?	
    Did	
    you	
    wander	
    off	
    
  and	
    get	
    lost	
    one	
    day?	
    Did	
    your	
    caravan	
    or	
    vessel	
    have	
    an	
    
  accident	
    that	
    left	
    you	
    stranded	
    and	
    alone?	
    The	
    choice	
    is	
    
  yours,	
    but	
    somehow	
    you	
    left	
    the	
    civilized	
    world	
    as	
    a	
    child	
    
  and	
    came	
    to	
    live	
    with	
    your	
    new	
    family.	
    
  	
     At	
    some	
    point	
    you	
    were	
    brought	
    back	
    into	
    civilization	
    
  either	
    by	
    choice	
    or	
    by	
    force.	
    You're	
    learning	
    what	
    it	
    means	
    to	
    
  be	
    part	
    of	
    civilization	
    and	
    to	
    have	
    easy	
    access	
    to	
    the	
    things	
    
  you	
    fought	
    for	
    each	
    day	
    like	
    food,	
    water,	
    and	
    shelter.	
    How	
    
  has	
    that	
    changed	
    your	
    world	
    completely?	
    
  	
    
  Skill	
    Proficiencies:	
    Animal	
    Handling,	
    Survival	
    
  Tool	
    Proficiencies:	
    Herbalism	
    kit	
    and	
    either	
    wood	
    carver's	
    
  tools	
    or	
    mason's	
    tools	
    
  Equipment:	
    A	
    piece	
    of	
    fur,	
    tooth,	
    or	
    other	
    memento	
    from	
    
  one	
    of	
    your	
    beast	
    parents,	
    a	
    set	
    of	
    common	
    clothes,	
    a	
    small	
    
  knife,	
    and	
    a	
    belt	
    pouch	
    with	
    5	
    gp	
    
  	
    
  	
    
  Feature:	
    Friend	
    of	
    the	
    Family	
    
  There	
    is	
    a	
    small	
    animal	
    friend	
    you	
    made	
    in	
    the	
    wild.	
    This	
    
  creature	
    should	
    be	
    a	
    Small	
    or	
    smaller	
    creature	
    with	
    a	
    
  challenge	
    rating	
    of	
    0.	
    While	
    this	
    creature	
    will	
    not	
    fight	
    for	
    
  you,	
    it	
    does	
    follow	
    you	
    around	
    and	
    will	
    protect	
    itself	
    if	
    
  attacked.	
    You	
    are	
    able	
    to	
    give	
    it	
    simple	
    tasks	
    such	
    as	
    
  delivering	
    a	
    note	
    or	
    small	
    package	
    to	
    a	
    person	
    you	
    can	
    see	
    
  nearby,	
    causing	
    a	
    distracting,	
    or	
    serving	
    as	
    an	
    alarm	
    bell.	
    
  Should	
    this	
    creature	
    die	
    you	
    are	
    able	
    to	
    find	
    and	
    befriend	
    a	
    
  new,	
    similar	
    animal.	
    
  Suggested	
    Characteristics	
    
  You	
    are	
    restless,	
    which	
    may	
    be	
    why	
    you	
    adventure.	
    For	
    all	
    
  its	
    comforts,	
    the	
    civilized	
    world	
    is	
    too	
    crowded	
    and	
    stuffy.	
    
  You	
    long	
    to	
    feel	
    the	
    thrill	
    of	
    the	
    hunt,	
    listen	
    to	
    the	
    wind,	
    feel	
    
  the	
    sun	
    upon	
    your	
    exposed	
    skin,	
    and	
    smell	
    clean	
    air.	
    You	
    
  might	
    be	
    uncomfortable	
    in	
    the	
    trappings	
    of	
    civilization,	
    but	
    
  you	
    feel	
    superior	
    to	
    those	
    who	
    choose	
    a	
    softer	
    life.	
    They	
    
  don't	
    understand	
    that	
    survival	
    goes	
    beyond	
    toiling	
    the	
    
  fields	
    or	
    the	
    shop.	
    
  d8 Personality Traits 
  1 
  I pull and rearrange these restricting clothes constantly. 
  2 
  I eat with my hands. 
  3 
  Whenever I walk into a new place I take a long sniff of the air. 
  4 
  Bathing isn't for me. 
  5 
  I openly laugh at anything I find amusing. 
  6 
  I do not back down from a challenge. 
  7 
  I get angry whenever someone makes fun of me for not 
  knowing something. 
  8 
  I speak very little and often in cryptic nature metaphors when 
  I do. 
  	
    
  d6 Ideals 
  1 
  Free Spirit. Nothing is more liberating than following your 
  own heart. (Chaotic) 
  2 
  Natural Order. Every animal must live life by nature's code. 
  (Lawful) 
  3 
  Savagery. Eat the weak because they'd eat you if they could. 
  (Evil) 
  4 
  Family. Do all you can for the pack and the pack will protect 
  you. (Neutral) 
  5 
  Hard Work. Move through tough times to earn the good. 
  (Neutral) 
  6 
  Protection. Those without claws have a right to life too. 
  (Good) 
  	
    
  d6 Bonds 
  1 
  I haven't seen my parents since before I met my animal family. 
  2 
  My birth parents have another child I have never met. 
  3 
  One of my animal siblings died because of me. 
  4 
  The homeland of my animal family is slowly being urbanized. 
  5 
  When I see an animal in need I must help it. 
  6 
  I have a scar given to me by one of my animal family members 
  during a disagreement. 
  	
    
  d6 Flaws 
  1 
  I would rather physically fight than argue. 
  2 
  The best comfort of civilization is liquor. 
  3 
  If you give me an order, I will do the opposite to spite you. 
  4 
  Objects belong to no one so I take what I want. 
  5 
  I am easily manipulated when an animal's life is threatened. 
  6 
  I try to hide my past when I meet new people because they 
  never understand me. 
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  16	
    
  Retired	
    Adventurer	
    
  You	
    have	
    lived	
    a	
    life	
    of	
    adventure	
    already	
    and	
    retired	
    to	
    
  something	
    quieter.	
    You	
    thought	
    you	
    were	
    done	
    and	
    to	
    that	
    
  end	
    may	
    have	
    given	
    away	
    all	
    your	
    old	
    gear	
    and	
    spent	
    all	
    your	
    
  treasure.	
    Little	
    did	
    you	
    know	
    something	
    would	
    pull	
    you	
    back	
    
  into	
    your	
    old	
    life.	
    If	
    you	
    choose	
    this	
    background	
    you	
    have	
    
  some	
    exciting	
    questions	
    to	
    answer.	
    
  	
     You	
    determine	
    what	
    your	
    past	
    looked	
    like.	
    What	
    
  adventures	
    have	
    you	
    already	
    had?	
    How	
    much	
    time	
    did	
    you	
    
  spend	
    adventuring	
    before	
    retirement?	
    Who	
    was	
    your	
    most-­‐
  hated	
    enemy?	
    Who	
    did	
    you	
    adventure	
    with?	
    Why	
    did	
    you	
    
  hang	
    it	
    up?	
    
  	
     Something	
    happened	
    that	
    made	
    you	
    lose	
    your	
    edge	
    and	
    
  finally	
    honed	
    adventuring	
    skills.	
    Has	
    age	
    or	
    luxurious	
    
  retirement	
    made	
    you	
    soft?	
    Did	
    a	
    physical	
    or	
    magical	
    accident	
    
  take	
    some	
    abilities	
    from	
    you?	
    Did	
    a	
    supernatural	
    force	
    steal	
    
  your	
    mojo?	
    
  	
     You	
    have	
    decided	
    to	
    walk	
    the	
    road	
    of	
    adventure	
    once	
    
  again.	
    Why?	
    Was	
    it	
    because	
    you	
    ran	
    out	
    of	
    gold	
    and	
    want	
    to	
    
  earn	
    some	
    more	
    the	
    only	
    way	
    you	
    know	
    how?	
    Did	
    you	
    
  become	
    restless	
    in	
    retirement	
    and	
    are	
    now	
    seeking	
    the	
    thrill	
    
  of	
    battle?	
    Are	
    you	
    out	
    to	
    prove	
    you	
    can	
    still	
    live	
    up	
    to	
    your	
    
  legend?	
    Are	
    you	
    out	
    for	
    vengeance?	
    A	
    noble	
    quest?	
    To	
    tie	
    up	
    
  one	
    final	
    lose	
    end	
    you	
    didn't	
    realize	
    until	
    now	
    was	
    undone?	
    
  Whatever	
    the	
    reason,	
    you're	
    back	
    on	
    the	
    road	
    and	
    ready	
    to	
    
  dive	
    into	
    another	
    dungeon.	
    
  	
    
  	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    	
    
  	
    
  	
    
  Skill	
    Proficiencies:	
    History,	
    Insight	
    
  Tool	
    Proficiencies:	
    One	
    type	
    of	
    gaming	
    set	
    
  Languages:	
    One	
    of	
    your	
    choice	
    
  Equipment:	
    An	
    old	
    map	
    to	
    a	
    secret	
    dungeon	
    you	
    never	
    got	
    
  around	
    to	
    visiting,	
    a	
    set	
    of	
    common	
    clothes,	
    a	
    set	
    of	
    bone	
    dice	
    
  or	
    a	
    deck	
    of	
    cards,	
    and	
    a	
    purse	
    containing	
    25	
    gp	
    
  Feature:	
    C-­‐List	
    Celebrity	
    
  Whenever	
    you	
    are	
    in	
    a	
    civilized	
    area	
    that	
    knows	
    of	
    you	
    past	
    
  adventures,	
    you	
    can	
    live	
    a	
    aristocratic	
    life	
    style	
    for	
    free	
    as	
    
  people	
    wish	
    to	
    honor	
    your	
    past	
    deeds.	
    You	
    can	
    also	
    use	
    
  your	
    influence	
    to	
    gain	
    audiences	
    with	
    important	
    political	
    
  figures	
    and	
    get	
    random	
    gifts	
    from	
    admiring	
    fans.	
    However	
    
  if	
    you	
    choose	
    to	
    use	
    your	
    influence	
    in	
    this	
    way,	
    it	
    also	
    alerts	
    
  anyone	
    in	
    the	
    area	
    looking	
    for	
    you	
    of	
    your	
    location	
    and	
    
  draws	
    a	
    lot	
    of	
    attention	
    to	
    your	
    party.	
    
  Suggested	
    Characteristics	
    
  As	
    a	
    voice	
    of	
    experience	
    in	
    your	
    party,	
    you	
    know	
    the	
    danger	
    
  of	
    the	
    road	
    you	
    walk.	
    You	
    understand	
    when	
    to	
    be	
    cautious	
    
  and	
    when	
    it's	
    time	
    to	
    take	
    a	
    risk.	
    You	
    have	
    the	
    right	
    advice,	
    
  warnings,	
    and	
    stories	
    for	
    all	
    situations.	
    Even	
    if	
    you	
    don't	
    
  know	
    what	
    the	
    heck	
    you're	
    doing,	
    your	
    past	
    makes	
    others	
    
  look	
    to	
    you	
    for	
    leadership.	
    
  d8 Personality Traits 
  1 
  I have no idea how to tell a short story. 
  2 
  I'm sure of my first instincts and always act on them. 
  3 
  Anyone younger than I am needs my advice. 
  4 
  I don't enjoy physical contact with others unless it's my fist in 
  their faces. 
  5 
  I show my numerous scars to help drive points home. 
  6 
  When I laugh, the volume of my voice fills up the entire room. 
  7 
  Nothing pleases me more than a good meal, good company, 
  and job well done. 
  8 
  I correct others when their lack of manners offends me. 
  	
    
  d6 Ideals 
  1 
  Generosity. Everything I have I share with those around me 
  and in need. (Good) 
  2 
  Good Times. I take advantage of every opportunity to have 
  fun. (Chaotic) 
  3 
  Power. Those who do not tremble at my name will have 
  reason enough to do so soon. (Evil) 
  4 
  Logic. Emotions shouldn't make decisions for us. (Lawful) 
  5 
  Greater Good. I would gladly give my life to defend those 
  who cannot defend themselves. (Good) 
  6 
  Live and Let Live. Just because we disagree doesn't mean we 
  have to kill each other. (Neutral) 
  	
    
  d6 Bonds 
  1 
  I never found that magic item I wanted in my early career. 
  2 
  There's more than a few broken hearts in my past. 
  3 
  There is an inn I frequent where no one knows about my past 
  life and I'd like to keep it that way. 
  4 
  I can't go back to the town I accidentally partially leveled. 
  5 
  My old adventuring companions get together now and then to 
  relive the good old days. 
  6 
  A famous song is actually about one of my greatest battles. 
  	
    
  d6 Flaws 
  1 
  I do not take the advice of others because I know best always. 
  2 
  Violence solves most problems. 
  3 
  Ale is my very, very best friend. 
  4 
  I really don't know when to shut up. 
  5 
  I tend to fall asleep at times when I should be alert. 
  6 
  I am sarcastic at all times, especially when least appropriate. 
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  17	
    
  Tinkerer	
    
  You	
    have	
    crafted	
    mechanical	
    marvels	
    and	
    improved	
    existing	
    
  technologies.	
    You	
    know	
    that	
    nothing	
    in	
    this	
    world	
    is	
    perfect	
    
  and	
    everything	
    could	
    be	
    improved	
    and	
    you're	
    often	
    the	
    one	
    
  finding	
    ways	
    to	
    improve	
    them.	
    Maybe	
    you	
    have	
    a	
    workshop	
    
  filled	
    with	
    categorically	
    organized	
    projects	
    and	
    plans,	
    or	
    just	
    
  a	
    crate	
    filled	
    with	
    random,	
    half-­‐complete	
    inventions	
    you'll	
    
  get	
    to	
    someday.	
    Whatever	
    the	
    case,	
    you	
    know	
    the	
    best	
    way	
    
  to	
    make	
    a	
    mark	
    is	
    to	
    leave	
    a	
    lot	
    of	
    physical	
    things	
    behind	
    
  which	
    others	
    appreciate.	
    
  	
    
  Skill	
    Proficiencies:	
    Arcana,	
    Investigation	
    
  Tool	
    Proficiencies:	
    Two	
    types	
    of	
    artisan's	
    tools	
    
  Equipment:	
    A	
    set	
    of	
    artisan's	
    tools	
    (one	
    of	
    your	
    choice),	
    a	
    
  bottle	
    of	
    black	
    ink,	
    a	
    quill,	
    a	
    puzzle-­‐box	
    containing	
    the	
    plans	
    
  to	
    your	
    next	
    creation,	
    parchment,	
    a	
    set	
    of	
    common	
    clothes,	
    
  and	
    a	
    belt	
    pouch	
    containing	
    10	
    gp	
    
  Feature:	
    My	
    Finest	
    Creation!	
    
  You	
    have	
    a	
    creation	
    that	
    works	
    so	
    well,	
    you	
    are	
    almost	
    
  never	
    without	
    it.	
    Work	
    with	
    your	
    DM	
    to	
    create	
    a	
    unique	
    
  invention	
    that	
    has	
    a	
    mundane	
    purpose	
    that	
    gives	
    you	
    a	
    
  slight	
    advantage	
    in	
    exploration	
    or	
    social	
    interaction.	
    Some	
    
  examples	
    are	
    an	
    iron	
    claw	
    which	
    can	
    retract	
    and	
    extend	
    up	
    
  to	
    10	
    feet	
    and	
    lift	
    5	
    lbs.,	
    a	
    palm-­‐sized	
    perfume	
    dispenser	
    
  which	
    can	
    create	
    four	
    unique	
    smells	
    of	
    your	
    choice,	
    a	
    
  mechanical	
    teddy	
    bear	
    which	
    can	
    be	
    wound	
    up	
    and	
    walk	
    on	
    
  its	
    own	
    with	
    a	
    speed	
    of	
    10	
    feet	
    for	
    one	
    minute,	
    or	
    a	
    small	
    
  music	
    box	
    which	
    can	
    be	
    used	
    to	
    record	
    songs	
    as	
    well	
    as	
    
  play	
    them	
    back.	
    
  	
     By	
    showing	
    off	
    your	
    prized	
    possession	
    at	
    taverns	
    and	
    
  inns,	
    you	
    can	
    receive	
    free	
    meals	
    and	
    lodging	
    from	
    the	
    
  owner	
    of	
    the	
    establishment	
    as	
    long	
    as	
    you	
    demonstrate	
    
  your	
    creation	
    during	
    each	
    night	
    of	
    your	
    stay	
    to	
    entertain	
    
  travelers.	
    
  Variant	
    Feature:	
    Spare	
    Parts	
    
  Most	
    adventurers	
    ignore	
    the	
    old	
    pots,	
    worn	
    leather	
    boots,	
    
  ratty	
    blankets	
    and	
    other	
    trinkets	
    they	
    find	
    in	
    dungeons	
    in	
    
  favor	
    of	
    more	
    sparkly	
    treasure,	
    but	
    you	
    know	
    there	
    is	
    a	
    
  benefit	
    to	
    that	
    which	
    is	
    left	
    behind.	
    By	
    collecting	
    discarded,	
    
  worn	
    out,	
    and	
    broken	
    materials	
    you	
    are	
    able	
    to	
    trade	
    cost	
    
  for	
    time	
    while	
    crafting	
    mundane	
    items	
    during	
    your	
    
  downtime.	
    When	
    you	
    craft	
    an	
    item,	
    at	
    the	
    DM's	
    discretion,	
    
  you	
    may	
    choose	
    to	
    spend	
    only	
    1/3	
    the	
    item's	
    market	
    price,	
    
  but	
    must	
    spend	
    50%	
    more	
    time	
    crafting	
    the	
    item	
    than	
    you	
    
  normally	
    would.	
    
  Suggested	
    Characteristics	
    
  To	
    be	
    a	
    tinkerer	
    is	
    to	
    see	
    the	
    world	
    differently	
    than	
    others.	
    
  Whether	
    motivated	
    by	
    profit,	
    power,	
    ambition,	
    knowledge,	
    
  or	
    benevolence,	
    you	
    are	
    able	
    to	
    identify	
    ways	
    to	
    make	
    the	
    
  world	
    a	
    more	
    convenient	
    place	
    to	
    live.	
    Think	
    about	
    how	
    
  constantly	
    seeing	
    all	
    the	
    world's	
    inconveniences	
    affect	
    you.	
    
  You	
    might	
    be	
    scatter-­‐brained	
    and	
    unable	
    to	
    focus	
    on	
    one	
    
  problem	
    at	
    a	
    time,	
    you	
    might	
    be	
    weary	
    of	
    all	
    the	
    
  ponderous	
    inventions	
    you	
    see	
    in	
    the	
    world,	
    or	
    you	
    might	
    
  get	
    a	
    visceral	
    thrill	
    when	
    solving	
    a	
    problem.	
    
  d8 Personality Traits 
  1 
  When faced with a problem, I talk out the solution to myself. 
  2 
  I have a hard time focusing on conversations when I see an 
  object that requires my expertise. 
  3 
  I give unsolicited advice to anyone who will listen. 
  4 
  I never do anything technology could do for me. 
  5 
  I whole-heartedly believe science is better than magic. 
  6 
  I treat everyone as a potential client. You never know who 
  might be convinced to invest in an exciting technology. 
  7 
  I get my best ideas when I am drinking. 
  8 
  I am unable to relax and must always be working on 
  something. 
  	
    
  d6 Ideals 
  1 
  Knowledge. I can never know all there is in the universe, but 
  I can try. (Any) 
  2 
  Power. When I solve a problem I have dominion over it. 
  (Neutral) 
  3 
  Logic. I can fix all the inconveniences in the world by 
  applying reason. (Lawful) 
  4 
  Creativity. The only way I invent something new is by 
  breaking the rules. (Chaotic) 
  5 
  Charity. I want the things I make to help others in need. 
  (Good) 
  6 
  Might. With the right invention I can make the world bow at 
  my feet. (Evil) 
  	
    
  d6 Bonds 
  1 
  My rival took credit for an invention that was mine. 
  2 
  My parents think I'll never make anything of myself. 
  3 
  My world-famous mentor gave my tools to me. 
  4 
  I will return to the place of my birth and show them all I was a 
  success. 
  5 
  I idolize the teachings of a legendary inventor. 
  6 
  I look to my friends for feedback on my creations. 
  	
    
  d6 Flaws 
  1 
  I am terrified that life might be meaningless. 
  2 
  Nothing I make is ever good enough for me. 
  3 
  I never throw anything away and tend to carry more than I 
  can handle. 
  4 
  I give into flattery easily. 
  5 
  I am easily distracted. 
  6 
  I speak ill of anyone who gets more praise than I. 
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  18	
    
  Group	
    Backgrounds	
    
  Group	
    backgrounds	
    are	
    an	
    optional	
    feature	
    that	
    can	
    apply	
    to	
    
  your	
    entire	
    party	
    at	
    your	
    DM's	
    discretion.	
    If	
    your	
    DM	
    allows	
    
  you	
    to	
    choose	
    a	
    group	
    background	
    decide	
    which	
    background	
    
  you	
    want	
    with	
    the	
    rest	
    of	
    the	
    players	
    at	
    the	
    table.	
    Your	
    
  group's	
    background	
    should	
    be	
    a	
    choice	
    you	
    all	
    make	
    
  together	
    as	
    it	
    applies	
    to	
    all	
    the	
    characters	
    within	
    your	
    
  adventuring	
    party.	
    
  	
     Group	
    backgrounds	
    give	
    you	
    a	
    background	
    feature	
    that	
    
  the	
    DM	
    can	
    deem	
    is	
    either	
    in	
    addition	
    to	
    or	
    in	
    place	
    of	
    your	
    
  current	
    background	
    feature.	
    
  Family	
    
  Your	
    party	
    is	
    made	
    up	
    of	
    characters	
    who	
    are	
    all	
    part	
    of	
    the	
    
  same	
    family.	
    Not	
    everyone	
    needs	
    to	
    be	
    blood-­‐related.	
    Some	
    
  might	
    be	
    related	
    through	
    marriage	
    or	
    adopted.	
    Others	
    might	
    
  be	
    servants	
    or	
    friends	
    so	
    close	
    they	
    might	
    as	
    well	
    be	
    family.	
    
  Whatever	
    the	
    relation,	
    you	
    have	
    spent	
    a	
    significant	
    portion	
    
  of	
    your	
    lives	
    together	
    and	
    that	
    time	
    has	
    created	
    a	
    familial	
    
  bond.	
    Remember	
    that	
    families	
    have	
    their	
    own	
    problems	
    and	
    
  rivalries	
    and	
    you	
    should	
    work	
    those	
    relationships	
    out	
    with	
    
  your	
    party.	
    
  Feature:	
    Favor	
    Exchange	
    
  If	
    someone	
    outside	
    the	
    family	
    owes	
    a	
    family	
    member	
    a	
    
  favor	
    they	
    can	
    repay	
    the	
    debt	
    to	
    any	
    member	
    of	
    the	
    family.	
    
  As	
    a	
    result	
    people	
    all	
    over	
    the	
    land	
    might	
    owe	
    your	
    family	
    
  favors	
    that	
    you	
    can	
    call	
    in	
    at	
    the	
    DM’s	
    discretion.	
    These	
    
  favors	
    usually	
    do	
    not	
    involve	
    putting	
    another	
    person	
    at	
    
  great	
    personal	
    risk	
    or	
    receiving	
    a	
    lavish	
    gift.	
    It’s	
    more	
    along	
    
  the	
    lines	
    of	
    borrowing	
    mundane	
    equipment,	
    scoring	
    free	
    
  meals	
    and	
    lodging,	
    and	
    getting	
    invited	
    to	
    important	
    parties.	
    
  Military	
    Unit	
    
  Your	
    party	
    is	
    made	
    up	
    of	
    characters	
    who	
    were	
    all	
    part	
    of	
    the	
    
  same	
    government	
    military	
    unit	
    or	
    mercenary	
    army.	
    Your	
    
  camaraderie	
    was	
    built	
    during	
    training	
    and	
    your	
    trust	
    in	
    one	
    
  another	
    was	
    forged	
    on	
    the	
    battlefield.	
    Think	
    about	
    the	
    kind	
    
  of	
    military	
    you	
    were	
    in,	
    why	
    your	
    unit	
    left,	
    and	
    the	
    battles	
    
  you	
    fought	
    together.	
    Are	
    you	
    the	
    last	
    surviving	
    members	
    of	
    
  your	
    unit?	
    Are	
    there	
    others	
    who	
    were	
    in	
    your	
    unit	
    out	
    there?	
    
  Did	
    you	
    go	
    rogue?	
    These	
    decisions	
    are	
    up	
    to	
    you	
    and	
    your	
    
  party.	
    
  Feature:	
    Secret	
    Code	
    
  You	
    and	
    your	
    party	
    know	
    a	
    secret,	
    coded	
    language	
    that	
    is	
    
  only	
    shared	
    with	
    others	
    of	
    your	
    former	
    unit.	
    This	
    language	
    
  is	
    both	
    spoken	
    and	
    written.	
    It	
    uses	
    an	
    alphabet	
    of	
    your	
    
  DM's	
    choosing	
    (and	
    may	
    be	
    unique).	
    
  Religious	
    Order	
    
  Your	
    party	
    is	
    made	
    up	
    of	
    characters	
    who	
    are	
    all	
    part	
    of	
    the	
    
  same	
    religious	
    order	
    be	
    it	
    a	
    monastery,	
    cult,	
    or	
    temple.	
    You	
    
  share	
    devout	
    beliefs	
    in	
    the	
    same	
    gods,	
    studied	
    religion	
    
  together,	
    and	
    are	
    friends	
    who	
    share	
    common	
    ethics.	
    
  Together	
    you	
    walk	
    the	
    world,	
    doing	
    deeds	
    in	
    the	
    name	
    of	
    
  your	
    religion.	
    Think	
    about	
    why	
    your	
    group	
    has	
    chosen	
    to	
    
  adventure	
    and	
    how	
    you	
    might	
    differ	
    in	
    the	
    interpretation	
    of	
    
  your	
    gods'	
    wills.	
    
  Feature:	
    Converts	
    
  An	
    army	
    of	
    believers	
    is	
    better	
    than	
    one.	
    If	
    your	
    party	
    
  spends	
    time	
    doing	
    missionary	
    work	
    and	
    proselytizing	
    in	
    a	
    
  civilized	
    area,	
    some	
    people	
    will	
    see	
    the	
    light	
    of	
    your	
    gods	
    
  and	
    worship	
    as	
    you	
    do.	
    At	
    the	
    DM's	
    discretion,	
    these	
    fellow	
    
  worshippers	
    will	
    be	
    able	
    to	
    grant	
    you	
    aid	
    such	
    as	
    room,	
    
  board,	
    and	
    mundane	
    supplies.	
    Over	
    time	
    you	
    may	
    be	
    able	
    to	
    
  open	
    your	
    own	
    temple	
    of	
    your	
    religion	
    with	
    the	
    support	
    of	
    
  others.	
    
  Secret	
    Society	
    
  Your	
    party	
    is	
    made	
    up	
    of	
    characters	
    who	
    work	
    for	
    an	
    
  organization	
    with	
    inner-­‐workings	
    which	
    remain	
    a	
    secret	
    to	
    
  the	
    public.	
    Your	
    society	
    might	
    be	
    spies	
    for	
    a	
    government,	
    a	
    
  cabal	
    of	
    assassins,	
    a	
    band	
    of	
    hidden	
    protectors	
    of	
    nature,	
    a	
    
  team	
    of	
    vigilantes,	
    a	
    group	
    trying	
    to	
    divine	
    the	
    secrets	
    of	
    the	
    
  world,	
    an	
    organization	
    bent	
    on	
    world	
    domination,	
    or	
    
  something	
    else.	
    Whatever	
    the	
    case,	
    you	
    have	
    a	
    secret	
    
  mission	
    to	
    carry	
    out.	
    This	
    secret	
    bonds	
    you	
    and	
    your	
    party	
    
  together	
    in	
    trust.	
    
  Feature:	
    Communication	
    Ritual	
    
  If	
    you	
    and	
    two	
    or	
    more	
    members	
    of	
    the	
    secret	
    society	
    are	
    
  together,	
    during	
    a	
    short	
    or	
    long	
    rest	
    you	
    can	
    perform	
    a	
    
  magic	
    ritual	
    which	
    allows	
    you	
    to	
    communicate	
    with	
    one	
    
  other	
    member	
    of	
    the	
    secret	
    society	
    who's	
    name	
    you	
    know,	
    
  provided	
    that	
    person	
    is	
    willing	
    to	
    receive	
    the	
    message	
    and	
    
  on	
    the	
    same	
    plane	
    of	
    existence	
    as	
    you.	
    
  	
    
  	
    
  
  More	
    resources	
    at	
    worldbuilderblog.me	
    
  	
    
  Not	
    for	
    resale.	
    Permission	
    granted	
    to	
    print	
    or	
    photocopy	
    this	
    document	
    for	
    personal	
    use	
    only.	
    	
    
  15	
    NEW	
    BACKGROUNDS	
    
  19	
    
  New	
    Equipment	
    
  The	
    equipment	
    on	
    this	
    page	
    relates	
    to	
    the	
    new	
    cook	
    and	
    
  demolitions	
    expert	
    backgrounds	
    found	
    earlier	
    in	
    this	
    
  document.	
    
  New	
    Tools	
    
  The	
    backgrounds	
    in	
    this	
    document	
    could	
    give	
    you	
    
  proficiency	
    in	
    one	
    or	
    more	
    of	
    these	
    new	
    tools.	
    
  	
     Bomb	
    Maker’s	
    Tools.	
    While	
    all	
    the	
    tools	
    needed	
    to	
    
  assemble	
    and	
    disarm	
    bombs	
    are	
    included	
    with	
    this	
    set,	
    the	
    
  supplies	
    needed	
    are	
    harder	
    to	
    come	
    by.	
    It	
    is	
    up	
    to	
    your	
    DM	
    
  how	
    often	
    you	
    come	
    across	
    materials	
    for	
    sale	
    to	
    create	
    
  bombs.	
    Their	
    price	
    constantly	
    fluctuates	
    as	
    these	
    ingredients	
    
  are	
    normally	
    purchased	
    on	
    the	
    black	
    market.	
    
  Tools	
    
  Item	
    
  Cost	
    
  Weight	
    
  Bomb maker’s tools 
  50 gp 
  5 lb. 
  Artisan’s tools 
   
   
     Baker’s supplies 
  5 gp 
  9 lb. 
     Candy making supplies 
  5 gp 
  5 lb. 
     Cheesemaking supplies 
  2 gp 
  4 lb. 
     Vintner’s supplies 
  25 gp 
  8 lb. 
  New	
    Explosives	
    
  If	
    your	
    DM	
    allows	
    the	
    use	
    of	
    explosives	
    and	
    the	
    demolitions	
    
  expert	
    background	
    in	
    your	
    campaign,	
    it	
    may	
    open	
    up	
    some	
    
  or	
    all	
    of	
    the	
    explosives	
    options	
    on	
    page	
    268	
    of	
    the	
    Dungeon	
    
  Master’s	
    Guide.	
    The	
    bombs	
    below	
    can	
    be	
    added	
    to	
    that	
    list	
    at	
    
  your	
    DM’s	
    discretion.	
    	
    
  	
     Frost	
    Bomb.	
    As	
    an	
    action	
    you	
    can	
    light	
    a	
    frost	
    bomb	
    and	
    
  throw	
    it	
    at	
    a	
    point	
    up	
    to	
    60	
    feet	
    away.	
    Each	
    creature	
    within	
    5	
    
  feet	
    of	
    that	
    point	
    must	
    succeed	
    on	
    a	
    DC	
    12	
    Dexterity	
    saving	
    
  throw	
    or	
    take	
    3d6	
    cold	
    damage	
    and	
    have	
    their	
    speed	
    
  reduced	
    by	
    10	
    feet	
    until	
    the	
    start	
    of	
    your	
    next	
    turn.	
    
  	
     Lightning	
    Bomb.	
    As	
    an	
    action	
    you	
    can	
    light	
    a	
    lightning	
    
  bomb	
    and	
    throw	
    it	
    at	
    a	
    point	
    up	
    to	
    60	
    feet	
    away.	
    Each	
    
  creature	
    within	
    10	
    feet	
    of	
    that	
    point	
    must	
    succeed	
    on	
    a	
    DC	
    
  12	
    Dexterity	
    saving	
    throw	
    or	
    take	
    3d6	
    lightning	
    damage.	
    
  	
     Thunder	
    Bomb.	
    As	
    an	
    action	
    you	
    can	
    light	
    a	
    thunder	
    bomb	
    
  and	
    throw	
    it	
    at	
    a	
    point	
    up	
    to	
    60	
    feet	
    away.	
    Each	
    creature	
    
  within	
    5	
    feet	
    of	
    that	
    point	
    must	
    succeed	
    on	
    a	
    DC	
    12	
    
  Constitution	
    saving	
    throw	
    or	
    take	
    3d6	
    thunder	
    damage	
    and	
    
  be	
    deafened	
    until	
    the	
    start	
    of	
    your	
    next	
    turn.	
    
  Explosives	
    
  Item	
    
  Cost	
    
  Weight	
    
  Frost bomb 
  400 gp 
  1 lb. 
  Lightning bomb 
  400 gp 
  1 lb. 
  Thunder bomb 
  300 gp 
  1 lb. 
  	
    
  Variant:	
    Oops,	
    Explosion	
    
  Accidents	
    happen.	
    Bombs	
    can	
    be	
    a	
    hazard	
    to	
    the	
    user.	
    Each	
    
  time	
    you	
    throw	
    a	
    bomb,	
    roll	
    a	
    d20.	
    On	
    a	
    roll	
    of	
    1	
    the	
    bomb	
    
  explodes	
    in	
    your	
    hands.	
    
  	
    
  	
    
  	
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/World Builder Blog Presents - 15 New Backgrounds.pdf