These are the new backgrounds. A background can be thematically altered to fit whatever full background the player has constructed. Any tool, instrument, or game set proficiencies also grant the item you are proficient with as starting items.
Proficiencies: 1 of survival, nature, or handle-animal.
Hardened: +1 max HP
Survivalist: +1 to physical saves.
Proficiencies: 1 language, deception, stealth.
Trump card: Once per long rest immediately make an attack or reroll any check or save as a free action.
Proficiencies: alchemists tools, 2 of nature, history, survival, medicine, or arcana
Industrious: Once per long rest, when producing or modifying items during a rest that cost a class or character resource, such as rest dice, alchemy points, spell slots, etc, you can reduce the cost by 1, down to 0.
Lesser healing tincture: You produce one lesser healing tincture each rest so long as you have access to an alchemists kit. It is a small potion that heals 1d4 + your intelligence health.
Proficiencies: 1 of artificers tools, smith's tools, mechanic's tools, thieves tools. 1 of nature, history, investigation, medicine, survival, or arcana
Fascinating...: +1 bonus to checks made to identify, examine, or interact with mechanisms, traps, machines, golems, and magical devices.
always stand clear, just in case: +1 to dexterity saves.
Proficiencies: one of survival, arcana, or investigation
Mana infused: You gain use of an arcane cantrip of your choice, and use intelligence as the casting attribute.
Mana manipulation: You can regain a 1st level spell slot, a rest dice, or 1 point of fatigue during a rest. You can do so a number of times per long rest equal to the average of your intelligence and constitution bonuses(rounded up) but doing so will give you a stacking -1 penalty to a random mental save until you finish a long rest.
Arcane signature: You have disadvantage on saves and rolls made against scrying and detection spells.
Proficiencies: 1 melee or thrown weapon of choice, 1 of athletics, intimidation, insight, or performance.
Close quarters combat: Your unarmed attacks gain a +1 bonus to hit.
Mastered technique: Choose one melee or thrown weapon that you have proficiency with. You deal an additional 1d4 damage with that kind of weapon.
Proficiencies: survival
Burned: -1 max HP. Gain resistance to fire damage.
The fire rises: All fire damage you deal is increased by 1.
Proficiencies: 1 of arcana, nature, or survival. 1 specific weapon of choice.
Withstand misery: Gain a +1 bonus to mental saves.
Tough life: Your rest dice maximum is increased by 1.
Ashlung: -1 to max HP.
Proficiencies: Intimidation, 1 weapon
Dominance: Choose a collective; group, race, tribe or class. You can spend 1 rest dice to gain advantage on skill checks made to assert dominance, rule over, intimidate, or oppress that group. This selection must be negotiated with the GM. It can evolve as the game goes on(up to GM)
Proficiencies: 1 of survival, investigation, or nature, 2 languages
Make do: When you spend your last rest dice, you gain a +1 bonus to all ability score checks, a +1 bonus to death saves, and 1d6 temporary health. The bonuses last until your next rest.
Legwork: +5 feet of movement speed.
Proficiencies: 3 of medicine, nature, history, religion, or arcana
Learned: +1 to intelligence or wisdom
Frail: -1 to constitution
Proficiencies: light armor, crossbows, investigation
Opener: When you act in the surprise round, you gain an extra action.
Proficiencies: brewer's tools, survival, nature
Supply: After a long rest, make a brewer's tools check. For every 5 points above 10, craft a minor healing potion (2d4 +2.) At 5th character level upgrades to moderate healing potion (3d4 +3), at 9th level upgrades to greater healing potions (4d4 + 4.)
Proficiencies: 1 skill of choice, 1 tool or simple weapon of choice.
Giant: Gain +1 max HP per level. +1 death save slot.
Proficiencies: Athletics, light hammer, smiths hammer, mallet, 1 of carpenters tools, stoneworkers tools, or mechanics tools
Well let's have a look then: Gain a +2 bonus to all checks made to investigate the integrity, composition, or history of structures, tools, and works of clockwork, stone, carpentry or other such similar engineering.
Craftsman: Gain a +2 bonus to tool checks that you are proficient with.
Proficiencies: survival, 1 simple weapon, 1 of perception, stealth, or intimidation.
Adapted to the dark: Gain 60 feet of darkvision.
Primal: -1 to charisma. Gain the keen scent ability. Gain a climb speed equal to half your movement speed.
Proficiencies: 6 weapons of choice, 1 of athletics, acrobatics, intimidation, or performance.
Killing blow: Once per long rest, gain advantage on an attack. If it kills a creature, regain 1 rest dice.
Proficiencies: 1 of persuasion, insight, athletics, performance, an instrument of your choice, or 2 languages of choice
First impressions: Gain advantage on the first charisma based check you make against a creature.
Handsome: +1 charisma
Rose glasses off: -1 to an ability score of your choice. -2 to a skill of your choice.
Proficiencies: 2 tools of choice, 1 skill
Fumble: you can reroll 1 roll per rest without disadvantage or advantage, taking the new result regardless of the outcome.
Proficiencies: 1 tool of choice, 1 instrument or game set of choice, sleight of hand
Pockets: You always have minor ingredients, small components, or any other nonsense the GM asks for like casting components that don't seem like a serious deal(subject to GM and player discussion, the threshold should not be anything worth more than 1 gold)
Extra slot: You gain an extra slot, allowing you to attune to one more ring or medalion item, but only one.
Proficiencies: religion
Locus: You have a -1 penalty to all saves against spells and magical effects.
Reserve: Your rest dice maximum is increased by 1.
Lay-line tapping: You may spend 2 rest dice during a rest to perform a ritual with up to three allies. Each ally partaking in the ritual is restored 1 rest dice, except you. You instead gain 1d10 arcane health for each rest dice restored. Everyone participating may make a DC 20 insight check. If there are at least two successes, 1 member partaking in the ritual is granted inspiration.
Proficiencies: 2 skills of choice and 1 tool or languages of choice
Pleasant conversation: +1 to persuasion and insight checks.
Befuddle: Once per long rest, you can reroll a natural 1 on a charisma roll.
Proficiencies: 1 language of choice, 1 of religion, history, deception, medicine, or deception.
Secret magics: Learn a lvl 1 occult or mystic spell. You can spend 1 rest dice or 1d4 health to cast it. It can be cast up to 1/2 your maximum level (rounded up) but this increases the rest dice or hp cost.
Proficiencies: two of thieves tools, forgery kit, poisoners kit, jeweler's kit, brewers tools, stealth, deception, or intimidation, 1 simple weapon
Premeditation: You can spend a rest dice during a short rest to grant yourself a +1d4 bonus to all skill checks made to commit a specific crime(Subject to GM) until your next rest.
Proficiencies: arcana and 1 of: history, religion, deception, persuasion, or intimidation
Lesser words of power: Gain use of a cantrip that has only verbal components. Use constitution as the casting modifier. Alter the cantrip in one of the following ways:
Increase duration by 1 round
increase DC by 1
increase damage by 1d4
reduce the casting time from 1 action to a bonus action
increase range by 30/60 feet, or 30 feet if no spell attack is present.
Proficiencies: 1 skill of choice.
Twisted gift: Learn a damage dealing cantrip. Change the damage type to necrotic.
Fell omen: All necrotic damage you inflict is increased by 1.
Proficiencies: Jewelers tools and 2 of survival, nature, acrobatics, perception, sleight of hand, or investigation
Careful step: The first 5 feet of movement you make on your turn ignores difficult terrain and does not trigger traps.
Rune deciphering: Gain a +1 bonus to checks made to understand, identify, or interpret runes.
Trap injury: -5 feet to movement speed.
Proficiencies: persuasion, history, 2 languages
Negotiation skills: Once per long rest gain a +1d8 bonus to a check or roll made in pursuit of peace or to avoid conflict (Subject to GM)
Proficiencies: 2 weapons of choice, 1 of either athletics, acrobatics, animal-handling, or survival, and 1 of either nature, religion, medicine, or history.
Seek within: Up to two times per long rest, but no more than once per rest, regain 1 of any class resource you possess, such as rest dice, sorcery points, Ki, uses of rage, etc.
Proficiencies: simple weapons, 1 skill of choice, 1 tool of choice
Resist: Once per long rest automatically treat a check made to resist constraint, hostility, oppression, or to cause dissent, distraction, or chaos as a minimum success(The minimum roll needed to succeed.)
Proficiencies: intimidation, history
We're ALL gonna die!: Advantage on saves against fear.
It gets worse!: Once per long rest, your foretold doom comes true, and a bad situation suddenly becomes worse(subject to GM)
Proficiencies: insight, perception
Disturbed: Gain a -1 penalty to all mental saves. Reduce all incoming psychic damage by 1.
Survivor: You can reroll one save per rest.
Proficiencies: insight, 2 languages
Vast soul: You can gain a +1d4 bonus to checks made to understand other creatures and their intents. This can be done up to as many times per long rest as your wisdom and charisma bonuses combined -2(min 1.)
Proficiencies: light and medium armor, History, as well as 1 of: heavy armor, light and heavy shields, 3 martial weapons, persuasion, animal-handling, or insight
Dueling wound: choose 1 of the following injuries:
-2 max HP
-2 to a physical save
-3 to perception and sight based checks.
movement speed is reduced by 5 feet.
Honor: If you are being truthful, you may spend a rest dice to immediately make your honesty clear and apparent. This can clear guilt or prove trustworthiness.
Proficiencies: 1 skill of choice. 1 weapon of choice. 1 language
Endeavor: You may choose to burn all your remaining rest dice to gain double advantage on a roll once per long rest. This means rolling three d20s and picking the highest result. You must have at least 1 rest dice to use this ability.
Proficiencies: expertise with 1 skill of choice
Experience: You can spend a rest dice to grant a skill check a 1d4 bonus. On a success, the rest dice is not lost.
Proficiencies: 1 tool of choice or athletics, as well as 1 from either animal-handling, survival, or nature.
Hearty: +1 constitution. Always heal 1d4 health and remake 1 save against a disease when entering a rest.
Proficiencies: religion and 1 instrument, tool, or language of choice.
Mantra: When you roll a natural 20 on a meaningful religion check, you assemble a fragment of a mantra. 3 fragments make a full mantra. You can speak a mantra as a bonus action, restoring 1 rest dice to yourself. You cannot have more than 3 mantras.
Proficiencies: forgery kit, disguise set, 1 of performance, persuasion or deception.
Hello, my name is...: When you directly, successfully, and meaningfully deceive a group or person as to your identity, you can regain 1 rest dice. This can occur a number of times per long rest equal to your charisma bonus - 2(min 1.)
Proficiencies: 1 tool, game set, vehicle, or instrument of choice.
Good vibe: Ignore minor expenses. You can always find a spot to hide out, though it might not be glamorous. Party has a +1d4 bonus to find safety and shelter so long as you assist in any of the associated rolls.
Gift keeping: Once per long rest, you can gain a free item from wishful benefactors, through frugality, or simply friendship from a new market place or trader that you find. The smaller the market or seller, the smaller the gift. The gifts can range from good will, food, potions, scrolls, wands, or other items(subject to GM.)
Proficiencies: 1 skill or tool of your choice.
Unpredictable: You gain a +1 bonus to skill checks you are not proficient with.
Proficiencies: insight, set of cards, 2 of arcana, history, performance, or religion
Reading: During a rest, an ally can spend one rest dice to have you perform a reading for them. The ally must choose a skill check and a save type before the reading. You must then roll an insight check and the ally must roll a charisma check. The DC for both is 13. Depending on the outcome of the rolls, the ally is granted the following effects until the next rest:
Critical success: +3 bonus to skill and save, rest dice is refunded.
Both are success: +2 bonus to skill and save.
Mixed result: +1 bonus to one, but -1 penalty to the other.
Both are failure: -1 penalty to skill and save.
critical failure: -2 penalty to skill and save.
mixed critical: Failed reading. Fortune teller restores 1 rest dice.
You can perform a reading for yourself, but the DC is increased to 16. A character cannot benefit from a reading more than once per rest.
Proficiencies: 1 game set, 2 of: sleight of hand, deception, or insight
Tempt fate: When the GM rolls to determine the outcome of an event, you can spend a rest dice to force the GM to reroll, allowing you to choose which outcome to go with.
Raise the stakes: You can spend a rest dice to gain advantage on a skill check made to participate in or convince someone to a riskier proposal, typically a bet, dare, wager, contract, or game(subject to GM.)
Proficiencies: expertise with Insight, and proficiency with one from arcana, or religion.
Mark of destiny: gain the ability to cast an oath or mystic cantrip, using wisdom or charisma as the casting attribute.
Proficiencies: 1 martial weapon of choice, investigation, light armor, athletics
Got your back: Once per long rest, gain the ability to call an ally or other friendly npc not engaged in an encounter to immediately join combat, if possible. Your allies also have this ability to call you as backup(subject to GM. This is a narrative ability as much as a combat ability.)
Proficiencies: choose two of religion, history, deception, and intimidation
Heresy: Learn an occult cantrip. Use intelligence or wisdom as the casting attribute. Once per rest, gain advantage on a check made to uncover secrets or forbidden knowledge.
Proficiencies: nature, insight, herbalist's kit, 1 instrument of choice
Pipe-weed mixing: You can attempt to blend special pipe-weed during a long rest. Make a herbalist's kit check. The DC is 12. Gain a dose of pipe-weed for every 3 points by which you exceed the check(Min 1.) Pipe-weed is a consumable that can be consumed over a period of 5 minutes. Creatures that consume the pipe-weed will regain 1 fatigue, heal 1d4+1 health, and remake a constitution or mental save against an ongoing effect.
Time to think: Gain a +1 bonus to a mental skill of your choice.
Proficiencies: intimidation and 1 of athletics, performance, survival, sleight or hand, or deception
Lucky hook: roll a 1d20 when landing an unblocked unarmed strike. On a 20, the target of the unarmed strike is stunned for 1 round.
Tough: Gain a +1 bonus to constitution saves and checks.
Proficiencies: 2 of a skill, weapon, tool, instrument, game set, or language of choice in any combination.
Reduced awareness: -1 to wisdom and dexterity based skill checks.
Enhanced constitution: +7 max HP
Proficiencies: simple bows, survival, 1 of animal-handling, nature, or perception
Track: Once per long rest, you can spend 1 rest dice to gain a +1 bonus to all rolls made to track or pursue a target. Lasts until the next rest.
The hunt: If you capture or kill a creature that you have spent any rest dice to pursue or track since your last rest, you regain 1 rest dice. You can only do so once per rest.
Proficiencies: Investigation, insight, perception
One step ahead: Act in the surprise round if any of the enemies are backstabbers or betrayers.
Proficiencies: Investigation, insight, perception
One step ahead: Act in the surprise round if any of the enemies are backstabbers or betrayers.
Proficiencies: 1 tool or vehicle, athletics
Strong: +1 to strength.
Hardy: Once per rest, gain advantage on a strength-based roll.
Proficiencies: 1 of religion, intimidation, insight, perception, or performance. 1 language of choice.
Destiny: Once per rest, you can reroll any characters d20 roll, so long as you can see the character. You cannot do this for yourself.
Proficiencies: 2 of: a skill of choice, a martial weapon of choice, an instrument and game kit of choice. Also 1 of persuasion, insight, or deception
Administrative wit: You gain a +1 bonus to rolls for any kind of planning or preparation type activity that is not made while under attack.
Spark of nobility: You can grant an ally an extra rest dice to use for any purpose during a rest. Can only be done once per long rest.
Pittance: You start the game with 1 lesser healing potion or it's gold equivalent.
Proficiencies: insight, survival.
Push on: You may ignore 1 death dealing blow per long rest.
Proficiencies: choose 3 of arcana, deception, intimidation, insight, or performance
Chaos: Once per long rest, gain advantage on checks, saves, and attacks made to execute stupid ideas(subject to GM) for 2 rounds.
Slight madness: -1 to intelligence or wisdom.
Proficiencies: arcana, history
Arcane training: gain the ability to cast an arcane cantrip, using intelligence or charisma as the casting attribute. You can use dexterity as the casting modifier if it has only somatic components.
Mental training: Gain a +1 bonus to wisdom saves.
Proficiencies: choose either 2 proficiencies or 1 expertise from: arcana, medicine, survival, deception, insight, intimidation
Mana-burned: Your rest dice maximum is reduced by 1. This cannot reduce your maximum rest dice below 1.
Arcane adaptation: Reduce all incoming lightning, psychic, radiant, and force damage by 1(min 1.)
Energy conductor: If you take 1 or more dice worth of lightning, psychic, radiant, or force damage, you can regain 1 rest dice. You can do so a number of times equal to your constitution bonus + your charisma bonus, but the threshold for the ability to trigger is increased by 1 dice every time. This threshold is reset after a rest.
Proficiencies: survival, nature.
Swamp legs: Ignore the first 5 feet of difficult terrain.
Swamp fungus: -1 to constitution.
Swamp fungus: +1 to wisdom.
Proficiencies: Choose 3 of light armor, medium armor, light shields, 3 simple weapons, 2 martial weapons, athletics, survival
Call it: Immediately make a tactical call for the party once per long rest. You and your allies within hearing gain a +1d4 bonus to all rolls made in accordance to the plan until the end of your next turn. If the plan fails, lose 1 rest dice, or suffer 1 fatigue damage if at 0 rest dice.
Proficiencies: persuasion, scribe's tools, 2 languages, 1 skill of choice.
Hustle: When purchasing consumables, you can spend a rest dice to double the amount purchased without increasing in cost (does not apply to items the GM deems "special") You can spend a rest dice to gain advantage on a check made to strike a business deal with another character.
Proficiencies: choose 3 of light armor, medium armor, light shields, 2 martial weapons, 3 simple weapons, survival, athletics
Drill: During a long rest, you can choose to train with any number of individuals up to your wisdom bonus(min 1.) For a number of times up to your proficiency bonus until the next long rest, you can grant an ally you trained with a 1d4 bonus to a damage roll, a save, or a skill check as a free action.
Proficiencies: picks and pickaxes, athletics
Heavy hauling: +1 strength. Ignore 1 increment of bulk and movement speed reduction from armor and equipment.
Prospecting: expertise on nature, survival, and investigation checks made to evaluate the structural integrity, purpose, make, and mineral richness of caves, digs, mineral veins, and tunnels.
Bad lungs: -1 constitution. -1 max HP.
Proficiencies: 1 of performance or acrobatics, expertise with 1 tool, 2 languages, and instrument or game kit of your choice.
Showtime: You can spend a rest die during a short rest to gain 3 points of wit that are lost at the end of the next rest. You can spend 1 wit to gain a +1d4 bonus to a dexterity, charisma, or wisdom skill check.
Proficiencies: athletics and 1 of either stoneworker tools, jeweler's tools, brewer's tools, herbalist's kit, or cook's utensils.
Harrumph: +3 max HP.
Firm footing: +1 to physical saves so long as you have not moved more than 5 feet since the start of your turn.
Proficiencies: 2 of survival, stealth, or intimidation
Mutation: Gain 2 of
gain damage resistance to one type of damage. Can be taken multiple times.
gain 60 feet of darkvision.
water breathing.
keen scent.
gain a 30 feet climb speed.
gain the ability to immediately deal 1d4 psychic damage to a creature you can see within 30 feet as an action. Upgraded to 1d6 and 1d8 at 5th and 9th level, respectively.
increase your AC by 1.
gain use of one cantrip of your choice, use constitution as the casting modifier.
gain a 1d4 bonus to all intimidation rolls.
gain poison immunity.
Unsightly: -1 to charisma.
Proficiencies: 3 of nature, handle animal, arcana, history, insight, or deception.
mystic art: Gain the ability to cast a mystic cantrip, using your wisdom or charisma as the casting modifier. You may use dexterity if the cantrip has only somatic components.
Proficiencies: arcana
Necromancers Inquiry: You can spend 1 rest dice, 1d4 HP, and take 1 fatigue to attempt to ask a recently deceased creature 1 question that it must answer truly. You must have access to the remains and it must be during a rest.
At 3rd character level you can do so outside a rest as a 1 hour ritual.
At 5th character level, when you do so during a rest you can forego the fatigue and hp cost.
At 7th character level, the hp and fatigue cost is removed entirely and the ritual takes 10 minutes.
Proficiencies: choose 4 of persuasion, 2 languages, deception, intimidation, 3 martial weapons, light armor, medium armor, heavy armor, light shields.
Inheritance: You begin the game with any kind of non-magical weapon or piece of armor of your choice, as well as two minor healing potions, and a weapon of your choice.
Leadership: You gain a +2 bonus on speech checks made when addressing crowds.
Proficiencies: 1 instrument of choice, 1 of nature, animal-handling, or survival.
Salt of the earth: +3 max hp
Within walking distance: +5 feet to your movement speed
Proficiencies: hand-axe, and 1 of survival, athletics, intimidation, animal-handling, round shield, hunters bow, or brewers tools
Used to the cold: You have resistance to cold damage
Axe-throwing: Your thrown weapon range is increased by 20/40 feet.
Proficiencies: 1 of arcana, religion, or insight
Whispers: Once per long rest you can inquite a cryptic insight regarding a matter or situation (Subject to GM.)
Occult insight: Gain a +1 bonus to insight checks.
Proficiencies: 1 weapon of choice, 2 languages of choice, 1 tool, insight, medicine.
Old-world remedies: You can spend a rest dice as a bonus action to remove the poisoned or sickened condition from yourself. You gain advantage on saves made to resist diseases.
Protective symbols: You gain a +1 bonus to mental saves against the effects and abilities of otherworldly, cosmic, or eldrich forces.
Proficiencies: religion, history
Foretell: After a long rest, roll 3d20. Choose one from the list. You can replace any roll until your next long rest with the outcome of the chosen dice.
Proficiencies: 1 skill, tool, weapon group, or shield type.
Odd gift: if your race offers you a choice from a list, take another.
Do better: If your race offers you an ability that has a number of uses per rest or per long rest, it can be used 1 additional time. If it has a resource limit(for example: Maximum number of special points or dice) then it is increased by 1.
Proficiencies: athletics, nature, investigation
Lung capacity: Ignore one instance of fatigue damage up to twice per rest.
Proficiencies: 2 wisdom or intelligence skills of choice, persuasion
Wise words: Once per long rest, giving wise guidance can restores 1 rest dice to an ally(Subject to GM.)
Proficiencies: healers kit, medicine
Heal the injured: During a rest, you may spend 1 rest dice to make a DC 14 healers tools check for every party member. On a success, the party member is healed for 1d6 health. On a failure, they are healed for 1 instead.
Proficiencies: 1 of healers kit, herbalist's kit, or alchemists kit. 1 of medicine, nature, or survival. And 1 of history, religion, or arcana
The gloves are important!: Reduce all incoming poison and acid damage by 1.
Field notes: You have a notebook. Each time you fail a medicine, nature, or healing/biology related, arcana or religion check, you can collect 1 note in your notebook as a bonus action. You can up to 3 notes to gain a bonus to such a check. The bonus gained is equal to the amount of notes spent.
Exposure: -1 to strength and dexterity saves.
Proficiencies: survival and 2 skills or languages of choice
Escape: Gain a +2 bonus to checks made to escape incarceration, interrogation, or binds.
Proficiencies: light armor, light shields, one of: insight, intimidation, or investigation
Guardian angel: Choose an individual or collective to protect. Once per long rest you can block an attack against a protected individual within 10 feet if it would reduce them to 0 health. This may cause you to move next to the character(subject to GM.) No block is spent. All damage is negated. The protected individual or collective must be negotiated with the GM. It can evolve as the game goes on(up to GM)
Proficiencies: 1 of alchemists tools, tinkers tools, or cartographers tools.
Acquire explosives: You can spend 1 rest dice during a rest in a civilized large settlement or outpost(Subject to GM) or 2 rest dice, 2 phials of either acid or oil, and 2 flasks of heavy alcohol when not in such an area. When doing so, you can create 1d3 prospectors bombs. A prospector bomb can be ignited to have a fuse of anywhere between 1 and 10 rounds, and can be thrown at a range of 30/60 ft. A prospector bomb deals 4d10 + your inteligence modifier fire and force damage in a 35ft area. The damage is split. Creatures beyond 10ft must make a dexterity save, and take half damage on a successful save. Prospector bombs go bad and unreliable after a long rest.
Proficiencies: none
Gifted: Gain an arcane, oath, mystic, and occult cantrip. Assign a different mental ability score as the casting attribute to each cantrip. Only one attribute may be taken twice, as there are three mental ability scores and 4 cantrips.
Proficiencies: 2 weapons of choice, 1 of animal handling, survival, athletics, or intimidation
Ferocious: You always start combat with 1 extra block.
Uncivilized: -1 intelligence.
Uncultured: -1 charisma.
Proficiencies: 1 of whips or polearms, animal-handling, and 1 of nature, survival, intimidation, or medicine
Woah there!: +1 to melee weapon based pin, trip, push, and grapple checks. +2 if that target is further than 5 feet away.
Animal wisdom: +1 to animal-handling checks.
Proficiencies: Insight, and one of history, disguise, performance, deception, stealth, or survival
Unseen: Once per rest, if there is at least one other party member nearby when initiative is rolled, also roll a stealth check with disadvantage. Any enemy that has an initiative lower than the stealth roll will treat you as hidden for the first round of combat.
Proficiencies: 1 skill of choice, 1 weapon of choice
Won't take me alive!: Once per long rest, you can choose to take a failed death saving throw as a free action on your turn to immediately gain 1d20 temporary health, regain 1 rest dice, and gain a +1d10 bonus to your next initiated d20 roll until the end of your turn.
Proficiencies: 1 of stealth, athletics, survival and 1 instrument of choice, 1 tool and instrument of choice, or deception
Run away: Your movement speed is increased by 10 feet.
Proficiencies: survival, animal-handling
Against all odds: You reduce all incoming damage by 1(min 1)
Proficiencies: deception, 1 simple weapon, and 2 of forgery kit, thieves tools, disguise kit, poisoners kit
Bastard: You gain advantage on checks, rolls, and attacks made in the moment of betrayal(Subject to GM)
Proficiencies: athletics and 1 of: acrobatics, perception, performance, 2 languages of choice, 1 instrument and game set of choice, cook's utensils, cartographers tools, survival, or 2 weapons of choice.
Matey: +1 to either strength or dexterity
Sea-legs: You can spend a rest dice as a bonus action to ignore the effects of 1 of either a poison, a disease, or a constitution save based debilitating spell or ability that has targeted you. This lasts for 2d4 rounds.
Proficiencies: 1 weapon proficiency from either spear, light crossbow, hook sword, serrated dagger. As well as 1 proficiency from athletics, intimidation, survival, or religion.
Foe breaker: +2 to contested physical rolls
Rough and ready: +1 max HP, +1 to initiative
Proficiencies: expertise with 1 skill.
Mastery: When you roll a critical success on a skill you have expertise in, you regain 1 rest dice.
Proficiencies: perception, shortbow, and one of longbow or light crossbow.
Eagle eye: Your bow and crossbow attacks deal an additional 1d4 damage when the target is further than 40 feet away. This damage is not multiplied on a critical hit.
Proficiencies: 2 of history, nature, arcana, medicine, religion
Truth-seeker: You have advantage on checks made to uncover, organize, and recount lore and history from books, texts, runes, and myths.
Proficiencies: 4 of cook's utensils, carpenters tools, scribes tools, performance, insight, survival, animal-handling, medicine,1 language and 1 instrument of choice, 2 languages, brewers tools, tailors kit.
Helping hand: If an ally within 30 feet fails a check by just 1, you may immediately grant them a +1 to that roll. This can be done once per rest.
A bit of diligence: Gain a +1 bonus to a skill of your choice
Proficiencies: 3 of stealth, survival, deception, sleight of hand, acrobatics, performance, or handle-animal, thieves tools
No place to live: -1 max hp. -1 constitution.
But it's home: resistance to poison damage. Advantage on all saves against disease.
Slippery: You can make a move action immediately regardless of if it's your turn a number of times per long rest equal to your dexterity bonus -1(min 1.) You cannot do this more than once per turn.
Proficiencies: smith's hammer, smith's tools, athletics.
Gear check: You can spend a rest dice during a rest to grant an ally a +1 bonus to AC and attacks until your next rest. Cannot stack. You can do so without any associated rest dice cost during a long rest.
Proficiencies: 1 of arcana, history
Arcane lineage: Choose an arcane school of magic: abjuration, conjuration, divination, evocation, enchantment, illusion, necromancy, or transmutation. Learn a cantrip of that school of magic, and a lvl 1 spell of that school of magic, which uses your charisma as the casting modifier, and costs 1 rest dice to cast.
Proficiencies: stealth, deception, medicine
Psycho: Attacking out of stealth immediately lets you take an extra attack against the target. Stealth checks made to kill silently have advantage.
Proficiencies: 2 weapons of choice, light crossbow, and 1 of history, insight, survival, nature, or investigation.
Plan B: Once per long rest during an encounter, you and all allies can reroll initiative again before the start of any turn, and start from the top.
Issue orders: You can grant an ally that can hear you an extra movement action or bonus action as a free action. They must use up the movement action immediately. You can only do this once per turn, and only a number of times per long rest equal to your wisdom + intelligence bonus - 3 (min. 1.)
Proficiencies: 2 specific weapons of choice. 1 of history or religion.
Practice 1000 times: choose 1 maneuver from each weapon chosen as part of the proficiency of this background. You can spend a free action in place of a bonus action to perform it.
Proficiencies: 1 skill of choice. 1 save of choice.
Success: Your rest dice maximum is increased by 1. You gain darkvision out to 60 feet, or increase it further by that distance.
Unstable: -1 to constitution.
Proficiencies: expertise with one skill, tool, instrument, and game set of choice, and proficiency with one weapon of choice.
The one: you are the hero, you do not need other benefits.
Proficiencies: 1 of history, nature, arcana, or insight, 1 instrument of choice, 1 finesse weapon or bow of choice.
Duel culture: Once per rest you can make an equip and attack with an unequipped weapon on your person as a free action.
Proficiencies: proficiency with 2 of arcana, religion, history, or sleight of hand.
Forced mastery: Learn a lvl 1 spell of choice. You can spend 1 rest dice to cast it. You can spend more rest dice to cast it at a higher levels, up to a maximum of 1/2 your character level rounded up.
Proficiencies: performance and 1 of: intimidation, persuasion, an instrument, or a game set of choice.
Shocking behavior: Once per long rest, you can cause a creature that can see or hear you to make a charisma save. The DC is equal to 5 + your proficiency + your charisma bonus + your intelligence bonus + your wisdom bonus. On a failure, the creature is stunned for 1 round, either through sheer shock or laughter. On a success, the creature is only shocked as per the condition and loses it's bonus action for 1 round.
Not too serious: -1 to intimidation and persuasion checks.
Proficiencies: 1 of survival, arcana, investigation, religion, or insight.
Undercommon knowledge: You can understand dwarven, elvish, orc, goblin, and kobold languages, but poorly(Subject to GM.)
Attuned to the dark: Gain 60ft of darkvision.
Proficiencies: 2 martial weapons of choice, light armor, light shields, survival, and 1 of: athletics, stealth, handle-animal, or 2 languages
War scars: -1 max HP, -1 to a save of choice, -1 to perception.
Hold the line!: +2 to block checks.
Proficiencies: survival, 1 weapon of choice
Hardy survivor: You gain resistance to environmental hazards and advantage on checks made to endure harsh environments.
Proficiencies: Arcana, 1 weapon of choice.
Occult insight: Gain an occult cantrip. Use either intelligence or charisma as the casting attribute.
Dark pact: learn a 1st level occult spell that you can cast once per rest. This spell is always cast as a level 1 spell. Use either intelligence or charisma as the casting attribute. If you slay a small or larger living creature while still able to cast the spell, you may instead spend the casting of the spell to regain a rest dice.
The cost: -2 max hp
Proficiencies: intimidation, martial weapons.
Go to war: You can spend 1 rest dice during a short rest, to cause all attacks you make with a weapon type of your choice to deal an additional 1d4 damage until your next rest.
Proficiencies: crossbows, perception, 1 skill of choice
Owl-sighted: You gain darkvision out to a range of 60 feet.
Keen shot: You may spend a rest dice as a free action to cause your next ranged attack to ignore partial cover and gain 100/200 feet or extra range.
Proficiencies: survival or athletics, simple axes and bows.
Technique: Your chop, cleave, and swing weapon maneuvers gain a +1 bonus to execute
Elbow grease: Gain a +2 bonus to strength and constitution based checks during rests.
Proficiencies: acrobatics or athletics, and 1 simple weapon
Scrapped talent: gain proficiency with two skills of choice, but you have a -2 penalty to them.
Rage against the dying of light: +3 to death saving throws.
Proficiencies: 1 simple weapon, religion
Anointed: Gain an oath cantrip. Use wisdom as the casting modifier. Gain +1 to a physical attribute.