Silverquill Student 5E Background

Being a dnd 5e silverquill student background you already had spent so many years of practicing your writing and also the oration within the hope to becoming the student of the Silverquill College. However your studies mainly focus on the languages, literature, and the power of words, both the magical and otherwise. Although the metaphorical power of your usage words in order to illuminate or even to be conceal has been joined with some of the literal ability of the magic in order to do the same in your academic pursuits though.

  • Skill Proficiencies: Intimidation, Persuasion
  • Languages: Two of your choice
  • Equipment: A bottle of black ink, an ink pen, a book of poetry, a school uniform, and a pouch containing 15 gp.

Feature

Silverquill Initiate

Here you would gain the Strixhaven Initiate feat and also the must choose Silverquill within it. In addition to that, if you have already been spellcasting the or else pact magic feature, the spells almost all are on the Silverquill Spells table are added to this spell list of your spellcasting class. (Suppose, if you’re the multiclass character with the multiple spell lists, then these spells are added to all of them.)

Silverquill Spells 
Spell LevelSpells
1stDissonant Whispers, Silvery Barbs
2ndCalm Emotions, Darkness
3rdBeacon of Hope, Daylight
4thCompulsion, Confusion
5thDominate Person, Rary's Telepathic Bond

Just consider to be customizing how all of your selected spells are look whenever you could cast them. Even though your Silverquill spells might have been accompanied by the visual effects those are resembling splotches of an ink or else radiating ripples of golden light. Any of the auditory effects of your spells frequently sounds like amplified echoes of your regular voice speaking the spells’ verbal components-even amid the crash of lightning or a fiery eruption.

Building a Silverquill Character

Many of the bards are found a specific home in the Silverquill, in putting the power of their voices in order to use with the Silverquill magic. Of course the Wizards (mainly those who study the Schools of Illusion and Enchantment) are commonly in the Silverquill, as are Warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill.

So many of both the Paladins and Rogues are attend Silverquill College as well, highlighting the diversity of the student body.

Suggested Characteristics

The suggested characteristics of Silverquill Student background 5e are defined as follows: With the different colleges intense standards looming over to them, the Silverquill students are frequently range from the cocky and cutthroat for overwhelmed perfectionists and of course the Silverquill Personality Traits table are suggesting a variety of traits that you might adopt for your character.

Personality Trait

d6Personality Trait
1I'll say whatever I need to in order to maintain my high social status.
2I prefer saying the blunt truth over a pretty lie, and I don't particularly care whose feelings I hurt.
3I believe that uplifting my peers is the best way to succeed.
4I've mastered the art of using humor as a defense, and I always have a charming joke ready.
5I always wait before speaking, analyzing the situation for whichever angle is most advantageous to my goals.
6No one knows about the all-nighters I've pulled to keep my magic looking effortless, and I'm going to keep it that way.

Silverquill Trinkets: Whenever you make your character, at that specific time you may roll once on the Silverquill Trinkets table, Instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.

Silverquill Trinkets

d6Trinket
1A black leather notebook filled with half-finished poems
2A set of flashcards detailing different colloquialisms and their meanings
3A canteen that makes any liquid drunk from it taste sweet
4A forged permission slip granting access to the special archives of Strixhaven's libraries
5A stylish silver pin that references a famous series of novels about warlocks
6A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily

Fisher 5E Background

As a dnd 5e fisher background you have been spend your life aboard fishing the vessels or even combing to the shallows for the bounty of an ocean. Probably you were to be born into a family of fisher folk and also working with your kit to be feed of your village. However it might be the job that was means to an end-of course a way out of an undesirable circumstance which forced you to take up the life abroad a ship. So regardless of  how you had begun, you shall be soon fell in love with various things of surrounded you such as the sea, the art of fishing, and the promise of the eternal horizon.

  • Skill Proficiencies: History, Survival
  • Languages: One of your choice
  • Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp

Harvest the Water

As of this you can get a chance to gain some advantage on ability checks which is made by using the fishing tackle. Suppose, if you have the best access to the body of water which could sustain the marine life, at that time you can manage the moderate lifestyle during working like the fisher, and of course you can simply catch abundant food in order to feed yourself and even though up to ten other people each day.

Fishing Tale

However you can easily tell the compelling tale, whether it is tall or true, in order to impress and even to entertain others. Probably once a day, you can fluently tell your story in order to willing the listeners. However at the dm’s discretion, some of the number of those listeners could become friendly towards you; probably this is not the magical effect, and even it shall be continued amicability upon their part depends on your specific actions. You can also roll on the below given table for helping in determine a theme of your tale or else you can choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale.

d8Tale
1Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.
2It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
4Ghost Fish. You are haunted by a ghostly fish that only you can see.
5Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
6It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
7Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8 Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.

Suggested Characteristics

Of course one of the dnd 5e backgrounds these fishers are succeed when only if they spend their time at their jobs. As such, most of those fishers have a strong work ethic in their minds, and also they admire others those who do earn their living honestly. However the fishers tend to be superstitious and even forming some attachments for the specific fishing lures or even a specific special fishing spots. Even though they have a connection for the bodies of water in which they do fish and also they do think poorly of those whose actions adversely affect their livelihood.

Personality Trait

d8Personality Trait
1I am unmoved by the wrath of nature.
2My friends are my crew; we sink or float together.
3I need long stretches of quiet to clear my head.
4Rich folk don't know the satisfaction of hard work.
5I laugh heartily, feel deeply, and fear nothing.
6I work hard; nature offers no handouts.
7I dislike bargaining; state your price and mean it.
8Luck favors me, and I take risks others might not.

Ideal

d6Ideal
1Camaraderie. Good people make even the longest voyage bearable. (Good)
2Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)
3Daring. The richest bounty goes to those who risk everything. (Chaotic)
4Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
5Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
6Hard Work. No wave can move a soul hard at work. (Any)

Bond

d6Bond
1I lost something important in the deep sea, and I intend to find it.
2Someone else's greed destroyed my livelihood, and I will be compensated.
3I will fish the many famous waters of this land.
4The gods saved me during a terrible storm, and I will honor their gift.
5My destiny awaits me at the bottom of a particular pond in the Feywild.
6I must repay my village's debt.

Flaw

d6Flaw
1I am judgmental, especially of those I deem homebodies or otherwise lazy.
2I become depressed and anxious if I'm away from the sea too long.
3I have lived a hard life and find it difficult to empathize with others.
4I am inclined to tell long-winded stories at inopportune times.
5I work hard, but I play harder.
6I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.

Feylost 5E Background

You’re grown up process was done in the Feywild after disappearing from your own home plane as a child. But probably you’re spirited away by a kindly fey those who would thought that you’re destined for many great things. Of course probably you stumbled via a fey crossing by a chance at the time of a twilight stroll in some of the woods. Even though probably you were being kidnapped by an evil fey but escaped from their clutches. Of course whatever the manner of your disappearance, you are gradually fell under a Feywild’s spell and of course it has learned a little about the nature of a mercurial tricksters which dwell there.

Of course whenever you’re finally returned to your specific home plane, and of course you haven’t been come back unchanged. Of course you’re being haunted by by the fact that the Feywild-a mirror world hidden behind of a mere twist of a perception-which is only a hair’s breadth away. Even though, all of your memories of the Feywild grow a fainter with an each of their passing day, mainly here your heart swells with the mixture of fear and joy at the prospect of a day venturing back to the Plane of Faerie-your home away from the home.

  • Skill Proficiencies: Deception, Survival
  • Tool Proficiencies: One type of musical instrument
  • Languages: One of your choice of Elvish, Gnomish, Goblin, or Sylvan.
  • Equipment: A musical instrument (one of your choice), a set of traveler’s clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp

Features

Fey Mark

You were being transformed in a some small way by your stay in a Feywild and gained the fey mark, which is of course determined by the rolling on the Fey Mark table which is given below.

d8fey mark
1Your eyes swirl with iridescent colors.
2You have a sweet scent, like that of nectar or honey
3You have long whiskers like those of a cat.
4Your ears are covered with soft tufts of fur.
5Your skin sparkles in moonlight.
6Flowers either bloom or wilt (your choice) in your presence.
7Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut
8You have a tail like that of a dog or another animal.

Feywild Visitor

When you’re sound asleep or else in a deep trance at the time of its long rest, here the spirit of the Feywild might have paid you a visit, suppose if the DM shall wishes it. Even though determine the spirit’s form by after rolling on a Feywild Visitor table. Of course here no harm ever comes to you like the result of those type of visits, which could last for some minutes or even the hours, and also you would remember each and every visit whenever you wake up. Here the conversations which occur with the visitor could be contain any amount of things, even from the messages and also the insights to the nonsense and red herrings, at the DM’s discretion, all such type of conversations are always being conducted in the language you could be understand, even if the Feywild visitor can’t speaking that language normally.

d8visitor
1Awakened creature (a Beast or an ordinary plant that has had the Awaken spell cast on it)
2Centaur
3Dryad
4Faerie Dragon
5Pixie
6Satyr
7Sprite
8Unicorn

Feywild Connection

Here all of your mannerisms and the knowledge of the fey customs are being recognized by the natives of the Feywild, who could see you like one of their own. Just because of this, even friendly Fey creatures are of course inclined to come to your aid if you are lost or need help in the Feywild.

Suggested Characteristics

All of these tables, while optional, are all well suited to this Feywild-themed adventurers  and also those are ideal for any type of character those who has the Feylost background.

Personality Trait

D8Personality Traits
1I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me.
2Like a nomad, I can't settle down in one place for very long.
3Good music makes me weep like a baby.
4Wherever I go, I try to bring a little of the warmth and tranquility of home with me.
5I have never lost my childlike sense of wonder.
6When I have a new idea, I get wildly excited about it until I come up with another, better idea.
7I live by my own set of weird and wonderful rules.
8I can't bring myself to trust most adults.

Ideal

d8Ideal
1Friendship. I never leave a friend behind. (Good)
2Empathy. No creature should be made to suffer. (Good)
3Wanderlust. I prefer to take the less traveled path. (Chaotic)
4Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
5Honor. A deal is a deal, and I would never break one. (Lawful)
6Rule of Three. Everything in the multiverse happens in threes. I see the "rule of three" everywhere. (Lawful)
7Obsession. I won't let go of a grudge. (Evil)
8Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)

Bond

d8Bond
1I would never break my word.
2I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.
3I do what I can to protect the natural world.
4A trusted friend is the most important thing in the multiverse to me.
5I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions
6The Witchlight Carnival feels like home to me.
7I'm drawn to the Feywild and long to return there, if only for a short while.
8I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose.

Flaw

d8Flaw
1I easily lose track of time. My poor sense of time means I'm always late.
2I think the whole multiverse is out to get me.
3I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule.
4I'm a kleptomaniac who covets shiny, sparkling treasure.
5I'm forgetful. Sometimes I can't remember even the simplest things.
6I never give away anything for free and always expect something in return.
7I have many vices and tend to indulge them.
8I'm always changing my mind-well, almost always.

Grinner 5E Background

Here we are going to talk about the dnd 5e grinner background. In any case the golden grin began in a far-off land of Tal’Dorei trading secret messages by using via a network of different bards and even the minstrels for undermining an iron-fisted king’s authoritarian rule.  But today, Tal’Dorei is a relatively peaceful republic, and some of the grinners have been grown mush restless because of waiting for the tyranny for rising its ugly head again. In any case the contingent of such type Grinners are traveled to a Menagerie Coast and even though it set up a specific network of the secret bases in the cities of the Clovis Concord, but from which they’re presently working up their way into a highest echelons of the Dwendalian Empire.

Suppose, you’re the Grinner. Then your goals are for spreading some freedom and inspire hope – or, in time, revolution – in the hearts of the oppressed.

Proficiencies

  • Skill Proficiencies: Deception, Performance
  • Tool Proficiencies: One type of musical instrument, thieves’ tools
  • Languages: None
  • Equipment: A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15gp.

Features

Code-Songs

All the members of the Golden Grin have almost been learned a handful of folk songs in all of their travels, Of course you can use those songs for sending some of the secret codes and also alert the fellow Grinners to a danger. You can select favorite song or even roll on the Favorite Code-Songs table.

d6Favorite Code-Song
1Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies.
2Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle.
3Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed.
4Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters.
5Drink Deep, Li'l Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations.
6 Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat.

Ballad of the Grinning Fool

Like everyone of the grinner, you would know how to find out the hideout. However in any form of city which consists of the 10,000 people or even more on the Menagerie Coast or else in the lands of the Dwendalian Empire, you could also play the “Ballad of the Grinning Fool” in a particular major tavern or inn. However the member of the Golden Grin shall actually find out you and also provide shelter to you and also any companions you vouch for. Even this shelter might have been discontinued if it becomes too dangerous to hide you, at the DM’s discretion.

However this feature might have been used with the caution, for not all those who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.

Suggested Characteristics

Actually in dnd 5e backgrounds the grinners are trained in an art of secrecy and also the innuendo, of course those are skilled at hiding in a plain sight by being the loudest and brightest person in a particular room. Usually their subterfuge and even the combat lend themselves well for an adventuring lifestyle and also travelling with the mercenaries and some treasure hunters creates a convenient excuse to journey through lands bent under tyranny.

Personality Trait

d8Personality Trait
1I love the spotlight. Everyone, look at me!
2Give me a drink and I'm your friend.
3Talk to me about yourself. I'm a hell of a listener.
4I hate to start fights, but I love to finish them.
5I can't sit still.
6I'm always humming an old tune from my past.
7When I don't have a reason to smile, I'm miserable.
8I'm lucky like you wouldn't believe.

Ideal

d6Ideal
1Revolution: Tyrants must fall, no matter the cost. (Chaotic)
2Compassion: The only way to make a better world is to perform small kindnesses. (Good)
3Justice: A nation built upon just foundations will uphold freedom for all. (Law)
4Expression: Music, joy, and laughter are the keys to freedom. (Good)
5Self-Determination: People should be free to do as they please. (Chaotic)
6Vigilance: A free people must be carefully taught, lest they be misled. (Neutral)

Bond

d6Bond
1I lost someone important to an agent of the Dwendalian Empire. That regime will fall.
2The first people to be hurt by this war will be the common folk. I need to protect them.
3Music helped me through a dark time in my life. Now, I'll use music to change the world.
4I will be known as the greatest spy who ever lived.
5All life is precious to me. I know I can change the world without taking a humanoid life.
6The elite in their ivory towers don't understand how we suffer. I intend to show them.

Flaw

d6Flaw
1I've never lied once in my life. What? No, I'm not crossing my fingers!
2I do everything big! Subtlety? I don't know the meaning of subtlety! Oh, that's a problem?
3Being a spy in wartime is painful. I've seen so much suffering, I think I'm losing my mind.
4I can't focus on my mission. I just want to carouse and sing and play!
5Yeah, that's my name. Yeah, I'm a Grinner spy. Who cares about staying undercover?
6I can't afford to trust anyone. Not. Anyone.

Witchlight Hand 5E Background

As a responsible dnd 5e witchlight hand background you would crept into the different Witchlight Carnival as a child or else the youth and even never ever looked back, however earning a specific place among to those who shall work behind the scenes in order to keep some carnival in business. As a perfect hand, you would work so hard than before, and party hard as well. However the carnival has borne you for the sake of many fabulous worlds, circling back around of your home world once per every eight years, but you do know almost no matter about these type of worlds because you are spent all of your time in the carnival. Of course you know so many other hands as well, but the carnival’s owners-Mister witch and mister Light-remain mysterious to you even after all these passing years.

In most of the cases may be you’re joined to the carnival for being escape a dismal life of at home, or even maybe you were to be enchanted by some ideas of the visiting new places or else the dream of becoming one of the carnival’s star attractions. Al though for now you’re older, the carnival life has also been lost some of its appeal. Probably the daily routine has almost been grown tedious, in any case the cyclical nature of this carnival’s journey monotonous. Perhaps the carnival is no longer fills your heart with the sense of wonder. Actually, it might be a greater adventures await you beyond the carnival’s gates.

Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Disguise kit or one type of musical instrument
Languages: One of your choice
Equipment: A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinket (determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp

Features

Carnival Companion

So many years were passing, you had earned the friendship of another carnival fixture. You actually have to roll a d8 and also consult the Carnival Companion table in order to determine whom or most of the time what you’ve befriended, or of course you can select an option that is you would like to. For this you have to work with your DM for being flesh out this friendship. Basically this companion hangs around you during you’re in the carnival, but it shall not voluntarily leave the carnival.

In any case the DM could be use this Witchlight Hand stat block in order to represent the hands, performers, and animal trainers those who is serve as carnival companions. Statistics for the other companions appear in the Monster Manual.

d8Companion
1Old, cantankerous Witchlight hand
2Young, impressionable Witchlight hand
3Performer (such as an acrobat, a clown, or a musician)
4Retired performer
5Seasoned animal trainer
6Old blink dog
7Cheery sprite
8Harmless, magical wisp of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet

Carnival Fixture

The Witchlight Carnival gives you with free and the modest lodging and the food. In an addition to that, you might be wander about the carnival and partake of its many wonders at nothing spending in amount to you, it has been provided you don’t disrupt its shows or it cause any other trouble.

Suggested Characteristics

While these table are optional, are suited well for Feywild-themed adventurers and also they are ideal for any type of character that who has the Witchlight Hand background.

Personality Trait

d8Personality Trait
1I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me.
2Like a nomad, I can't settle down in one place for very long.
3Good music makes me weep like a baby.
4Wherever I go, I try to bring a little of the warmth and tranquility of home with me.
5I have never lost my childlike sense of wonder.
6When I have a new idea, I get wildly excited about it until I come up with another, better idea.
7I live by my own set of weird and wonderful rules.
8I can't bring myself to trust most adults.

Ideal

d8Ideal
1Friendship. I never leave a friend behind. (Good)
2Empathy. No creature should be made to suffer. (Good)
3Wanderlust. I prefer to take the less traveled path. (Chaotic)
4Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
5Honor. A deal is a deal, and I would never break one. (Lawful)
6Rule of Three. Everything in the multiverse happens in threes. I see the "rule of three" everywhere. (Lawful)
7Obsession. I won't let go of a grudge. (Evil)
8Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)

Bond

d8Bond
1I would never break my word.
2I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.
3I do what I can to protect the natural world.
4A trusted friend is the most important thing in the multiverse to me.
5I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions.
6The Witchlight Carnival feels like home to me.
7I'm drawn to the Feywild and long to return there, if only for a short while.
8I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose.

Flaw

d8Flaw
1I easily lose track of time. My poor sense of time means I'm always late.
2I think the whole multiverse is out to get me.
3I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule.
4I'm a kleptomaniac who covets shiny, sparkling treasure.
5I'm forgetful. Sometimes I can't remember even the simplest things.
6I never give away anything for free and always expect something in return.
7I have many vices and tend to indulge them.
8I'm always changing my mind-well, almost always.

Gambler DnD 5E Background

As a dnd 5e gambler background all you have to make many more gold is a little gold. But except at such times whenever all you need to have nothing in your hand in the form of gold at all is a little gold. But whether you’re one of a good gambler or even a bad one too rarely matters, just because no one could divine the whims of a lady luck. Al though sometimes you’re almost up, but in some cases you’re down too. But here the thing is about gambling is that someone is always willing to take a bet.

Skill Proficiencies: Deception, Insight
Tool Proficiencies: One gaming set
Languages: Any one of your choice
Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp.

Feature: Never Tell Me the Odds

Here the odds and the probability are just like your bread and butter. Of course during the downtime activities which involve some games of chance or even figuring odds on the best plan, you could also get a solid sense of which choice is most likely to the best one and also which opportunities seem too good to be true, at the DM’s determination.

Suggested Characteristics

Some of the gamble out of the necessity. Of course the others do so out of their boredom. But still the others are become addicted to the thrill of winning or else losing everything on a turn of fortune. But for some of the reasons, the gambling is less a matter of the chance and also more a matter of seeking for each and every advantage in order to ensure an outcome. Here the best gamblers could lose everything, and also the worst gamblers sometimes win too. But regardless of that, you can always being tell to the gamblers by the look in their eyes. Lady Luck haunts them.

Personality Trait

d8Personality Trait
1I plan for every contingency. Leave nothing to chance!
2Every copper wants to be a silver. Each bet is an opportunity.
3I'm one of Lady Luck's favored. Anything I try is destined to succeed.
4I've lost so much to gambling that I refuse to spend money on anything anymore.
5Nothing is certain. Planning is a coward's act.
6I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public.
7The perfect bet is out there somewhere. I just have to keep my eyes open.
8I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.

Ideal

d6Ideal
1Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
2Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)
3Bravery. If you want to succeed, you have to take risks. (Chaotic)
4Survival. You can't win if you're dead. Live to fight another day - when the odds might be more in your favor. (Any)
5Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
6Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)

Bond

D6Bond
1One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.
2I'm loyal to the friend or family member who taught me how to gamble.
3The person who saved me from my gambling addiction is the only reason I'm alive today.
4A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.
5A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.
6Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets.

Flaw

d6Flaw
1I don't know when to quit. Especially when everyone else is telling me to.
2I save my sympathy for my friends, and I have no friends.
3You think we're in trouble now? Let me tell you how bad things are likely to get!
4You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.
5I was once a terribly flawed person, like you. Let me tell you how you can save yourself.
6I'm a great gambler. I'm just bad at math and logic.

Simic Scientist 5E Background

As you are a simic scientist in dnd you have to imagine the perfect world it is as followed: one in which type of nature and civilization that exist in harmony, adapted to each other; like one in what life that is shaped to match its environment and also the environment has been shaped for being match the life. However that is the world that you have been trying to grow in some of the laboratories of a simic combine. Al though the nature is all about the adaptation, evolution, and balance – but for it to keep up with some pace of advancing civilization, nature needs some assistance from the biomancers and also from the terraformers. Probably, if along the way, you would happen to create super-soldiers and also the mutant monsters which could bolster the combine’s defenses against to the schemes and ambitions of the other guilds, so much the better.

Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of commoner’s clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a pouch containing 10gp (Azorius 1-zino coins)

Features

Clades and Projects

Being a simic researcher, you are one of the part of a clade – mainly a diverse group of individuals that are combining a disparate talents in the pursuit of a common goal – or a researcher on a specialized, short-term project that is being focused on addressing an immediate need. Even though you can roll a d6 or else select from the options in the Research Options table to determine your area of research.

d6Clade/Project
1Hull Clade, focused on protection and durability
2Fin Clade, focused on movement
3Gyre Clade, focused on cyclical patterns and metamagic
4Guardian Project, focused on creating guard monsters and super soldiers
5Crypsis Project, focused on intelligence and counterintelligence
6Independent research in a new area

Researcher

Whenever you are attempted to learn or even recall a magical or else a scientific fact, but if you do not know that specific information, and you would know where and also from whom you could obtain it. Basically, such information shall come from the Simic laboratory, or even sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature.

Even though knowing where such information could be found doesn’t automatically enable you to learn it; however you might even be needed to offer some of the bribes, favors, or other incentives to induce people to reveal their secrets.

dnd 5e backgrounds

 

Rival Intern 5E Background

As per this rival intern background 5e you’re the best intern at the rival of the acquisitions incorporated, and of course you have also been gained a better and a healthy respect for not about just the job and also the franchising opportunities. But mainly for the ruthless and also for efficient way of Acquisitions Incorporated goes about its business only. Why it shall deal with the rest, whenever you can work for the best?

Of course most probably the rival shall not or had not treat you before as well as you were hoping, or else you have been washed out of that specific organization though. Maybe in most of the cases you hope to leverage the knowledge that you was gained there for an advantage at the Acquisitions Incorporated. Either way, you’re now almost bringing your talents to the company, ready to put your skills to use.

Skill Proficiencies: History, Investigation
Tool Proficiencies: One type of artisan’s tools
Languages: Any one of your choice
Equipment: One set of artisan’s tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp.

Feature: Inside Informant

You have almost all of the connections to your lost/old employer or some other groups that you dealt with at the time of your previous employment. Of course you can even communicate with your contacts, gaining information at the DM’s discretion.

Suggested Characteristics

As of this rival intern 5e background if you’re felling happy with your previous internship. Then the parting of different ways might have been to amicable. But if not, it might have involved to be armed guards which is removing you from the various premises. Suppose, if you’re passed over at your previous position, then it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (probably literally).

Personality Trait

d8Personality Trait
1My previous employer didn't respect me, and now I'll do whatever I can to gain respect.
2The job is important, but the relationships I forge with my coworkers are even more so.
3The job is everything to me. Who needs relaxation, hobbies, and a social life?
4I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything.
5My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences.
6This company is so much better than my previous one. It will always be the best until they stop paying me.
7I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor.
8It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me.

Ideal

d6Ideal
1Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)
2Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)
3Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)
4Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)
5Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)
6Power. Money is fine, but real power means never having to say you're sorry. (Evil)

Bond

d6Bond
1I have a family member in need. I consider them in everything I do.
2My peers keep me grounded.
3My past mistakes cost someone else dearly. I have to rectify that.
4A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way.
5I value an oath of loyalty I took to a group of friends over everything else in my life.
6Although I don't get along well with people, my pet means the world to me.

Flaw

d6Flaw
1I know what's best. Trust me.
2Flaw? I have no flaws. I'm perfect.
3My loyalties are … fluid.
4If anything goes wrong, it must be someone else's fault. Let me explain that in detail.
5There's right and there's wrong, and there's no gray area in between.
6Our superiors might not like what you're doing. I'm going to have to put that in my report.

Celebrity Adventurer’s Scion 5E Background

Your family name was strike fear and also the admiration in the different hearts of a common folk – but of course that’s got nothing for doing anything with you. Different types of songs and stories that are celebrating an adventuring exploits of your famous parent are widely known to be. However the kids across the land that are grew up wishing they’re you. But of course being a child of the famous adventurer wasn’t all hugs and kisses.

Even though you seldom saw all your celebrity-adventurer parent, and also whenever they’re around, it usually was all about them and tales of slaying this particular demon or else vanquishing that dragon. All too most frequently, Of course after all these you’d be woken out of a deep sleep, by someone standing outside of your home screaming about the latest threat to the town, the region, or the world.

But in the end, all you need to show for your lineage is only your name. However most of your family’s money went for the sake of consumables, from the potions of healing and also spell scrolls to copious amounts of dwarven ale. And of course everyone shall be expected you to swing a sword or sling spells such as your famous forebear, making it doubly hard for you to prove yourself. You can see its mechanics below:

Skill Proficiencies: Perception, Performance
Tool Proficiencies: Disguise kit
Languages: Two of your choice
Equipment: A disguise kit, a set of fine clothes, and a belt pouch containing 30 gp.

Feature: Name Dropping

You have already known and met any number of most powerful people across the world- and also some of them might even to be remember you. Of course you might have been capable to wrangle a minor assistance from the major figure in a particular campaign, however at the DM’s discretion. In an addition to that, the common folk shall treat you with some difference, and also your heritage and even the stories that you tell might be good for a free meal or a place to sleep.

Suggested Characteristics

The Scions of celebrity adventurers should have to be deal with the fame which is not theirs, wealth they haven’t earn. And also their expectations they could never hope to be met. However all these hardships could have adverse effects, but of course those who would cope with them can arrive at the decent attitude and also a grounded worldview. Those who shall fail become bitter – or even worse though.

Personality Trait

d8Personality Trait
1I will never get out of my famous parent's shadow, and no one else will ever understand this burden.
2I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.
3Living up to my legacy will be difficult, but I'm going to do it.
4I'm used to the very best in life, and that's a hard habit to break.
5My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.
6No one can fake a smile, a handshake, or an interested nod like I can.
7I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
8No risk is too great for the rewards of defeating my enemies … and taking their stuff.

Ideal

d6Ideal
1Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)
2Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)
3Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)
4Training. Hard work, sacrifice, and training lead to success - and eventually to perfection. (Any)
5Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)
6Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)

Bond

d6Bond
1While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.
2I consider every member of my parent's former adventuring party to be family.
3Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.
4My parent once brought a cursed magic item home. It is my obsession.
5My childhood home holds all my best memories, and its upkeep is my primary concern.
6Growing up, I had an imaginary friend I could always count on. That friend is still with me.

Flaw

d6Flaw
1You don't know what I'm going through. You never can.
2You. Fetch my cloak. And maybe rub my feet for a while.
3My comrades are brave, but I must defeat this threat alone to prove my worth.
4Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.
5My best days are behind me. Ahead lies only toil, pain, and death.
6You have to look out for yourself. No one else will.

Failed Merchant 5E Background

As a dnd 5e failed merchant background you have been from a very long line of the merchants. Of course it might be you were an entrepreneur. But regardless of that all of your ventures are properly ended up. So whether it was simply because of an outside influences, bad luck, or simply because of your business acumen was weak, you lost everything though.

Mainly, with a failure though. Come with an experience. However you’re free of that old life, being have made some simple connections and learned many of your lessons. But be prepared in order to pursue the life of an adventurer, and your insight into a different world of commerce which brought you into the sphere of Acquisitions Incorporated – and also a franchise just might be in your future.

Skill Proficiencies: Investigation, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: Any one of your choice
Equipment: One set of artisan’s tools, merchant’s scale, a set of fine clothes, and a belt pouch containing 10 gp.

Feature: Supply Chain

Of course from your time being a merchant, you’re retain to be the connections with dome different professions such as wholesalers, suppliers, and other merchants and entrepreneurs. Of course you could call them upon these particular connections whenever looking for the items or information.

Suggested Characteristics

Al though as a merchant involved having the head for many numbers, a strong personality. Of course the ability for making deals with different types of hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need…etc. Also the art of business is an art of finding the best path to the profit and also that path might be some different with each of their specific transaction. It almost takes a strong mind and even a stronger stomach to succeed. So why did you fail?

Personality Trait

d8Personality Trait
1I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again.
2Even my competitors said I was affable and talented. Those traits should serve me well.
3To prosper, you have to be in control.
4The customer is always right.
5I was cutting corners and breaking deals to maximize profit. That's why I failed.
6When I get an idea, I am single-minded in its execution - even if it's a terrible idea.
7If I can be everyone's friend, I'll always have support.
8My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.

Ideal

d6Ideal
1Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)
2Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)
3Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)
4Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)
5Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)
6Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)

Bond

d6Bond
1My family means everything to me. I failed them before, and I must not do so again.
2My church provides a connection to my god, so I must ensure that it is protected and funded.
3My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.
4If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.
5Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them.
6I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.

Flaw

d6Flaw
1Why spend gold here when you can buy the same thing for copper in the next town?
2I must have the best of everything. Like, right now.
3You haven't heard of me? I'm sure that's because of your ignorance and low breeding.
4I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck.
5I find that most people are trustworthy. Hey, where's my belt pouch?
6Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.