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Backgrounds
Overview
When selecting your background at 1st level, you may choose any of the Core backgrounds or one discussed on this page. Some backgrounds presented will have prerequisites that must be met to be taken.
Certain backgrounds have specific effects:
- Regional: Gain advantage on Charisma (Diplomacy) checks made against others that are also natives of the respective region.
- Extraplanar: As a bonus action, you may gain a bonus equal to your proficiency bonus on one of the skills granted by your background. This bonus does not stack with other abilities that grant a similar bonus, such as Expertise. You may use this ability once, and regain all uses at the end of a long rest.
Antæran Regional Backgrounds
The backgrounds presented in this section are for characters who originally hailed from one of the many regions on the prime world of the Antæran Crystal Sphere.
Ironpine Native
You grew up in either the Greater or Lesser Ironpine Forest. As such, you have adapted to living in a heavily forested area.
Type: Regional
Prerequisite: Native to either the Greater or Lesser Ironpine Forest.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Climber's Kit
Languages: Sylvan
Equipment: Silk rope (50 ft), a climber's kit, a set of common clothes, and a belt pouch containing 5 gp
Feature: Foresthome
You gain advantage on Strength (Athletics) or Dexterity (Acrobatics) checks, your choice, made to climb trees. The skill this applies to is chosen when you make your character and may not be changed.
Feature: No Hidden Paths
You gain advantage on Wisdom (Survival) checks made to navigate through a forest or other woodland biome.
Antæran Plains Native
As a citizen of the New Haven Imperium, you grew up in a culture that is heavily militaristic and xenophobic. Other cultures typically regard you with hostility and distrust upon learning of your origins in the Imperium.
Type: Regional
Prerequisite: Human
Skill Proficiencies: History; Any other one of your choice
Languages: Any one of your choice
Equipment: A set of common clothes, a signet ring, and a purse containing 25 gp
Feature: Advanced Military Training
You gain Proficiency with any one martial weapon of your choice. If you already have proficiency with all Martial weapons from another source, you instead may gain advantage on your next melee weapon attack as a bonus action. This secondary ability may only be done once per short rest.
Feature: Xenophobia
You gain advantage on Charisma (Intimidate) checks made against creatures who are not the same race as you a number of times per day equal to your proficiency modifier. However, due to the reputation around your people you gain disadvantage on Charisma (Diplomacy) checks made against them. Creatures you use the first ability against must be able to understand the language you are speaking for you to gain this benefit.
Desert Dweller
You were raised on the sand and under the sun, your body has adapted to surviving the harshness of the desert.
Type: Regional
Prerequisite: Native to either the Kir’Raask Desert or the Angheh Wastes
Associated Skills: Perception, Survival
Languages: Primordial (Ignan)
Equipment: Hempen rope (50 ft), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of traveler's clothes, and a belt pouch containing 10 gp
Feature: Heat Tolerance
You are treated as being naturally adapted to hot climates, as per the Extreme Heat rules.
Feature: Desert Eyes
Your eyes are trained for surviving in the desert, having always been on the lookout for danger. You can see twice as far as normal for your race when in a desert biome.
Gulf Native
You were raised in the heartland of Antæran elven society. As such, your elven heritage is more refined.
Type: Regional
Prerequisite: Elf
Skill Proficiencies: History; Your choice of Arcana, Nature, or Religion
Tool Proficiencies: Navigator's tools, vehicles (water)
Languages: Sylvan
Equipment: A set of common clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Feature: Seahome
Your time spent sailing on open water has made it difficult for you to get lost when navigating on a ship, having learned to navigate by the sun and stars. You gain advantage on Navigator's tools checks when traveling over water.
Feature: Enhanced Perception
As a bonus action, you may gain advantage on the next Wisdom (Perception) check that you make. You regain your expended use of this ability at the end of a short rest.
Islander
Your people are the natives of the Broken Spire Isles. They are legendary sailors and at home on the sea as they are on the land.
Type: Regional
Prerequisite: Native of the Broken Spire Isles, or any Aquatic race
Skill Proficiencies: Your choice of Athletics or Acrobatics; Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Languages: Pirmordial (Aquan)
Equipment: A belaying pin (club), silk rope (50 ft), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Feature: Seahome
Your time spent sailing on open water has made it difficult for you to get lost when navigating on a ship, having learned to navigate by the sun and stars. You gain advantage on Navigator's tools checks when traveling over water.
Feature: Marine Training
You gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to maintain your balance.
Mountain Dweller
You grew up on the mountain tops, surrounded by snow and at a higher elevation. You have adapted to this climate.
Type: Regional
Prerequisite: Native to a mountain range
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Climber's Kit
Languages: Pirmordial (Auran)
Equipment: A winter blanket, a climber's kit, a set of traveler's clothes, and a belt pouch containing 5 gp
Feature: Mountain Born
You have advantage on saving throws against cold effects and spells. You also naturally acclimate to high altitudes. This includes elevations above 20,000 ft
Feature: Sure Footing
You gain advantage on Climber's Kit checks made to regain your holding if you lose it.
Sewich Adventurer
One of your ancestors was one of the original members of the Sewich Union, and you grew up in the Sea of Innas region. These honored ancestors immigrated from a different Crystal Sphere and settled in the Sea of Innas region. Your people have a unique and alien culture and are a highly adaptable people. Other cultures from the Antæran Crystal Sphere typically regard humans from this area with higher regard than those from the New Haven Imperium.
Type: Regional
Prerequisite: Native to the Sea of Innas
Skill Proficiencies: Any two of your choice
Languages: Any one of your choice
Equipment: One set of traveler's clothes, a map of the Sea of Innas, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp
Feature: Descended From Heroes
Your regional advantage on Charisma (Diplomacy) checks extends to all other regions.
Feature: Alien Culture
You gain proficiency in a secret language known only to others from this region. This secret language consists of slang and other jargon that is foreign and alien to all other denizens of the Known Spheres. Some say that it is the descendant of a language from the mysterious Sol Crystal Sphere. Use of this secret language allows you to hide messages in seemingly normal conversation. Only another creature that knows this secret language understands such messages. This secret language is so alien, other creatures are unable to learn it.
Extraplanar Backgrounds
All of the Known Spheres, other than the Antæran Sphere, have been touched by one of the many Inner or Outer planes. These spheres influence their denizens and environments in a multitude of ways. Because of this, its denizens have had to adapt to these changes over time to allow for better survival.
Chaos Sphere Native
You were born and raised in a sphere that is influenced heavily by Chaos; as such, your ancestors were likely either Outsiders (Celestials/Fiends) from such planes or spent enough time in this sphere to be influenced by it. Characters from these spheres tend to be of chaotic alignment themselves, though not always. Even if you do adopt a chaotic alignment, you still have some small chaotic tendencies, such as: enjoying the freedom of adventuring, being passionate about a hobby, etc.
Type: Extraplanar
Prerequisite: Native to the Bellatoris sphere, the Graveyard of the Gods, or one of the infinitesimal Abyssal Realms; or Planetouched race with a chaotic alignment
Skill Proficiencies: Arcana, Survival
Languages: Two of your choice from the following: Abyssal, Celestial, or Infernal
Equipment: A blank book, an ink pen or quill, a bottle of black ink, a set of traveler's clothes, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the PHB), and a belt pouch containing 15 gp.
Feature: Planar Infusion
Living in your home sphere steeped you in planar energy. You gain the Scion of the Outer Planes (Chaotic Outer Plane) feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.
Feature: Heart of Chaos
Those who look into your eyes can see that you have an internal tie to Chaos. Though they might distrust you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Evil Planar Native
You were born and raised in a sphere that is influenced heavily by Evil; as such, your ancestors were likely Fiends from such planes or spent enough time in this sphere to be influenced by it. Characters from these spheres tend to be of an evil alignment themselves, though not always. Even if you do not adopt an evil alignment, you still have some small evil tendencies, such as: reveling in war or combat, being a compulsive liar, etc.
Type: Extraplanar
Prerequisite: Native to the Malifortis sphere, or one of the infinitesimal Abyssal Realms; or Planetouched race with an evil alignment
Skill Proficiencies: Arcana; your choice of Deception or Intimidation
Languages: Two of your choice from the following: Abyssal, Celestial, or Infernal
Equipment: A blank book, an ink pen or quill, a bottle of black ink, a set of traveler's clothes, one trinket of special significance (choose one or roll on the Horror Trinkets table in chapter 1 of VGR), and a belt pouch containing 15 gp.
Feature: Planar Infusion
Living in your home sphere steeped you in planar energy. You gain the Scion of the Outer Planes (Evil Outer Plane) feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.
Feature: Heart of Evil
Those who look into your eyes can see that you have an eternal tie to Evil. Though they might initially fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Good Planar Native
You were born and raised in a sphere that is influenced heavily by Good; as such, your ancestors were likely Celestials from such planes or spent enough time in this sphere to be influenced by it. Characters from these spheres tend to be of a good alignment themselves, though not always. Even if you do not adopt a good alignment, you still have some small good tendencies, such as: being overly optimistic, tending to be more selfless, etc.
Type: Extraplanar
Prerequisite: Native to the Sanctum Æternum, Paxæterna, or Bellatoris sphere; or Planetouched race with a good alignment
Skill Proficiencies: Religion; Your choice of Persuasion or Performance
Languages: Celestial; One of your choice from Abyssal or Infernal
Equipment: A blank book, an ink pen or quill, a bottle of black ink, a set of traveler's clothes, one trinket of special significance (choose one or roll on the Trinkets table in chapter 5 of the PHB), and a belt pouch containing 15 gp.
Feature: Planar Infusion
Living in your home sphere steeped you in planar energy. You gain the Scion of the Outer Planes (Good Outer Plane) feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.
Feature: Heart of Good
Those who look into your eyes can see that you have an eternal tie to Good. Commoners will initially admire you and will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Lawful Planar Native
You were born and raised in a sphere that is influenced heavily by Law; as such, your ancestors were likely Outsiders (Celestials/Fiends) from such planes or spent enough time in this sphere to be influenced by it. Characters from these spheres tend to be of a lawful alignment themselves, though not always. Even if you do not adopt a lawful alignment, you still have some small lawful tendencies, such as: having an eye for detail, always following through on bargains, etc.
Type: Extraplanar
Prerequisite: Native to the Sanctum Æternum, Custodæ, or Malifortis sphere; or Planetouched race with a lawful alignment
Skill Proficiencies: Two of your choice from the following: Arcana, History, Nature, Religion
Languages: Two of your choice from the following: Abyssal, Celestial, or Infernal
Equipment: A blank book, an ink pen or quill, a bottle of black ink, a set of traveler's clothes, one trinket of special significance (choose one or roll on the Trinkets table in chapter 5 of the PHB), and a belt pouch containing 15 gp.
Feature: Planar Infusion
Living in your home sphere steeped you in planar energy. You gain the Scion of the Outer Planes (Lawful Outer Plane) feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.
Feature: Heart of Law
Those who look into your eyes can see that you have an eternal tie to Law. Commoners will initially trust you and will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Tainted Native
You were born and raised on a tainted plane or a place with an extreme concentration of taint; as such, your body has developed a stronger resistance to its effects, but at a cost.
Prerequisite: Native to a tainted plane
Associated Skills: Profession (choose one), plus any one of the following: Knowledge (the planes), Knowledge (local), Intimidate
Type: Extraplanar
Benefit: You gain the Pure Soul feat for free at 1st level without needing to meet the prerequisites. This feat cannot be retrained. You gain a +2 insight bonus to Intimidate checks. Additionally, you gain an Aura as a Cleric. The aura registers with the Law/Order axis of your alignment and as Evil. IE: a character that is LN has an LE Aura.