Background Variant V0.1

This is an overhaul to the current background system of Dungeons & dragons 5th edition rule set. The purpose of this overhaul is to give more weight and flexibility to the background of character creation. The current background system lacks depth and is mainly mainly determined for the two skill proficiencies that each background gives. The first change is that skill proficiencies you choose at first level are determined by background instead of class. In addition is the Intelligence ability score is made more valuable by making it the main ability score for determining the amount of skill proficiencies a character gets. As an extra each background will provide one ability score improvement, this to provide better builds between unconventional character race and class combinations. For example a Mountain Dwarf Wizard can pick the Sage background to achieve the Intelligence score of 16. Altered Class Features When picking your class at first level you won’t select your skill proficiencies on the Class Features list but from a list provided by your background instead. You will still gain the armor, weapons, and tools proficiencies from your class feature list, but you get only one skill and one saving throw from your class. The rest of the skill proficiencies and saving throw will be selected through your background. Rogues are an exception to this rule, they gain one additional skill from their class skill list. The hit points and Equipment are untouched in the Class Feature list but starting wealth is determined by background. In addition, you won’t be able to gain additional skill proficiencies when multiclassing. In the table below you will see what skill proficiency and saving throw each class gains. Proficiencies per class Class Saving throw Skill proficiency Barbarian Constitution Athletics Bard Dexterity Performance Cleric Wisdom Insight or Religion Druid Wisdom Nature or Survival Fighter Constitution Athletics or Acrobatics Monk Dexterity Acrobatics or Insight Paladin Wisdom Athletics or Persuasion Ranger Dexterity Survival Rogue Dexterity Stealth and one from the class skill list Sorcerer Constitution Arcana or Persuasion Warlock Wisdom Arcana or Intimidation Wizard Wisdom Arcana 1

Backgrounds Each background will gain an ability score increase, saving throw, skill proficiencies, equipment, starting wealth, and other proficiencies such as tools and languages. The amount of skill proficiencies you know is determined by your Intelligence score. The background you choose gives one skill proficiency, and a list from which you must choose three + Intelligence modifier (with a minimum of 2) skills proficiencies from a list provided in the background. If your Intelligence modifier changes, your amount of skill proficiencies changes as well, this only applies to permanent changes to the Intelligence score, temporary changes from for example magical items do not change the amount of skill proficiencies. If you would gain the same skill proficiency from a different source, you can choose a different skill proficiency from the list, this only applies to the skill proficiencies and not to other proficiencies such as tools and languages. In the case that the amount of skill proficiencies exceeds the provided list in the background you can choose a different skill proficiency from outside the list that suits the character build. Also you won’t gain an extra skill proficiency when multiclassing. Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. Ability score increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.

Your Wisdom is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Charisma saving throw.

You gain proficiency in the Charisma saving throw. Skills. You gain proficiency in the Religion skill. Also you are proficient in your choice of three + intelligence modifier (minimum of 2) of the following skills: Deception, History, Insight, Intimidation, Medicine, and Persuasion.

You gain proficiency in the Religion skill. Also you are proficient in your choice of three + intelligence modifier (minimum of 2) of the following skills: Deception, History, Insight, Intimidation, Medicine, and Persuasion. Background proficiencies. You gain the following proficiencies: One language of your choice.

(a) One type of artisan's tools or (b) one additional language of your choice. Bonus cantrip. You gain the thaumaturgy cantrip if you don’t already know it, Wisdom is your spellcasting ability for it.

You gain the thaumaturgy cantrip if you don’t already know it, Wisdom is your spellcasting ability for it. Equipment. A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, and a set of common clothes.

A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, and a set of common clothes. Starting wealth. You start with 4d4 (10) x 10gp.

You start with 4d4 (10) x 10gp. Starting trinket. You start with one trinket.

You start with one trinket. Suggested charistics. Use the tables on the acolyte background in the player's handbook for your traits and motivations.

Use the tables on the acolyte background in the player's handbook for your traits and motivations. Feature. You gain the Shelter of the Faithful feature on the acolyte background in the Player's Handbook. Variant: Cultist In case you want to play a Cultist you take the acolyte background but with Charisma as your ability score increase instead of Wisdom, also Persuasion becomes the gained proficiency with Religion becoming a selectable proficiency. And charisma becomes your spellcasting ability for the bonus cantrip. Charlatan For a while you used your confidence to gain money or fame. Ability score increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.

Your Charisma is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Charisma saving throw.

You gain proficiency in the Charisma saving throw. Skills. You gain proficiency in the Deception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Insight, Performance, Perception, Persuasion, Intimidation, and Sleight of hand.

You gain proficiency in the Deception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Insight, Performance, Perception, Persuasion, Intimidation, and Sleight of hand. Background proficiencies. You are proficient in your choice of two of the following: disguise kit, forgery kit, one type of gaming set, or one language of your choice.

You are proficient in your choice of two of the following: disguise kit, forgery kit, one type of gaming set, or one language of your choice. Thieves’ cant. You learned Thieves’ cant you can read more about this feature on the Rogues feature list.

You learned Thieves’ cant you can read more about this feature on the Rogues feature list. Equipment. A set of fine clothes, a disguise kit, and tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke).

A set of fine clothes, a disguise kit, and tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke). Starting wealth. You start with 4d4 (10) x 10gp.

You start with 4d4 (10) x 10gp. Starting trinket. You start with one trinket.

You start with one trinket. Suggested charistics. Use the tables on the charlatan background in the player's handbook for your traits and motivations.

Use the tables on the charlatan background in the player's handbook for your traits and motivations. Feature. You gain the False Identity feature on the charlatan background in the Player's Handbook. Criminal You are an experienced criminal with a history of breaking the law. Ability score increase. Your Dexterity is increased with 1, you can’t increase an ability score above 20.

Your Dexterity is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Intelligence saving throw.

You gain proficiency in the Intelligence saving throw. Skills. You gain proficiency in the Stealth skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Deception, Perception, Persuasion, Intimidation, Investigation, and Sleight of hand.

You gain proficiency in the Stealth skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Deception, Perception, Persuasion, Intimidation, Investigation, and Sleight of hand. Background proficiencies. You gain the following proficiencies: One type of gaming set.

(a) Thieves’ tools or (b) poisoner's kit. Thieves’ cant. You learned Thieves’ cant you can read more about this feature on the Rogues feature list.

You learned Thieves’ cant you can read more about this feature on the Rogues feature list. Equipment. A crowbar, a set of dark common clothes including and a hood.

A crowbar, a set of dark common clothes including and a hood. Starting wealth. You start with 4d4 (10) x 10gp.

You start with 4d4 (10) x 10gp. Starting trinket. You start with one trinket.

You start with one trinket. Suggested charistics. Use the tables on the criminal background in the player's handbook for your traits and motivations.

Use the tables on the criminal background in the player's handbook for your traits and motivations. Feature. You can choose between two features which are: Criminal Contact feature on the criminal background, or Bad Reputation feature on the Sailor background. These can be found in the Player's Handbook. 2

Entertainer You are a performer and you trife in front of an audience. Ability score increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.

Your Charisma is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Charisma saving throw.

You gain proficiency in the Charisma saving throw. Skills. You gain proficiency in the Performance skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Deception, History, Insight, Persuasion, & Sleight of hand.

You gain proficiency in the Performance skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Deception, History, Insight, Persuasion, & Sleight of hand. Background proficiencies. You gain the following proficiencies: One type of musical instrument.

(a) Disguise kit or (b) one language of your choice. Bonus cantrip. You gain the friends cantrip if you don’t already know it. Charisma is your spellcasting ability for it.

You gain the friends cantrip if you don’t already know it. Charisma is your spellcasting ability for it. Equipment. A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), and a costume.

A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), and a costume. Starting wealth. You start with 4d4 (10) x 10gp.

You start with 4d4 (10) x 10gp. Starting trinket. You start with one trinket.

You start with one trinket. Suggested charistics. Use the tables on the entertainer background in the player's handbook for your traits and motivations.

Use the tables on the entertainer background in the player's handbook for your traits and motivations. Feature. You gain the by Popular Demand feature on the entertainer background in the Player's Handbook. Folk hero You come from a place where you are regarded as a hero or champion. Ability score increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.

Your Wisdom is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Strength saving throw.

You gain proficiency in the Strength saving throw. Skills. You gain proficiency in the Survival skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Athletics, Insight, Medicine, Perception, & Persuasion.

You gain proficiency in the Survival skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Athletics, Insight, Medicine, Perception, & Persuasion. Background proficiencies. You gain the following proficiencies: (a) One type of artisan’s tools or (b) one language of your choice.

vehicles (land).

Three weapons of your choice. Equipment. A set of artisan’s tools (one of your choice), a shovel, an iron pot, and a set of common clothes.

A set of artisan’s tools (one of your choice), a shovel, an iron pot, and a set of common clothes. Starting wealth. You start with 3d4 (8) x 10gp.

You start with 3d4 (8) x 10gp. Starting trinket. You start with two trinkets.

You start with two trinkets. Suggested charistics. Use the tables on the folk hero background in the player's handbook for your traits and motivations.

Use the tables on the folk hero background in the player's handbook for your traits and motivations. Feature. You gain the Rustic Hospitality feature on the folk hero background in the Player's Handbook. Variant: Folk champion In case you want to pick the Folk champion background you take the Folk hero background with Strength as your ability score increase instead of Wisdom. Gladiator For a long time you use combat as means of entertainment for your audience. Ability score increase. Your Strength is increased with 1, you can’t increase an ability score above 20.

Your Strength is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Charisma saving throw.

You gain proficiency in the Charisma saving throw. Skills. You gain proficiency in the Athletics skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Deception, Insight, Intimidation, Performance, and Persuasion.

You gain proficiency in the Athletics skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Deception, Insight, Intimidation, Performance, and Persuasion. Background proficiencies. You gain the following proficiencies: (a) Disguise kit or (b) one language of your choice.

Vehicles (land).

Short swords, tridents, and nets. Equipment. Trident or net, the favor of an admirer (love letter, lock of hair, or trinket), and a costume.

Trident or net, the favor of an admirer (love letter, lock of hair, or trinket), and a costume. Starting wealth. You start with 4d4 (10) x 10gp.

You start with 4d4 (10) x 10gp. Starting trinket. You start with one trinket.

You start with one trinket. Suggested charistics. Use the tables on the entertainer background in the player's handbook for your traits and motivations.

Use the tables on the entertainer background in the player's handbook for your traits and motivations. Feature. You gain the by Popular Demand feature on the entertainer background in the Player's Handbook. Guild artisan You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. Ability score increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.

Your Wisdom is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Charisma saving throw.

You gain proficiency in the Charisma saving throw. Skills. You gain proficiency in the Insight skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Deception, History, Investigation, Persuasion, and Survival.

You gain proficiency in the Insight skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Deception, History, Investigation, Persuasion, and Survival. Background proficiencies. You gain the following proficiencies: One language of your choice.

(a) One type of artisan's tools or (b) Navigator’s tools.

Vehicles(land). Equipment. A letter of introduction from your guild, a set of traveler’s clothes, and a set of artisan’s tools of your choice.

A letter of introduction from your guild, a set of traveler’s clothes, and a set of artisan’s tools of your choice. Starting wealth. You start with 4d4 (10) x 10gp.

You start with 4d4 (10) x 10gp. Starting trinket. You start with one trinket.

You start with one trinket. Suggested charistics. Use the tables on the guild artisan background in the player's handbook for your traits and motivations.

Use the tables on the guild artisan background in the player's handbook for your traits and motivations. Feature. You gain the Guild Membership feature on the guild artisan background in the Player's Handbook. 3

Variant: Guild merchant In case you want to pick the guild merchant background you take the guild artisan background with Charisma as your ability score increase instead of Wisdom, and as equipment a cart with a mule instead of a set of artisan’s tools. Hermit You lived in seclusion, either in a sheltered community such as a monastery, or entirely alone for a formative part of your life. Ability score increase. Your Wisdom is increased with 1, you can’t increase an ability score above 20.

Your Wisdom is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Intelligence saving throw.

You gain proficiency in the Intelligence saving throw. Skills. You gain proficiency in the Medicine skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Arcana, Animal handling, Insight, Nature, Perception, and Survival.

You gain proficiency in the Medicine skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Arcana, Animal handling, Insight, Nature, Perception, and Survival. Background proficiencies. You gain the following proficiencies: (a) One language of your choice or (b) you know Druidic, which you can read more about on the Druides feature list.

(a) Herbalism kit or (b) poisoner's kit. Bonus cantrip. You gain the druidcraft cantrip if you don’t already know it, wisdom is your spellcasting ability for it..

You gain the druidcraft cantrip if you don’t already know it, wisdom is your spellcasting ability for it.. Equipment. A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, and a herbalism kit.

A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, and a herbalism kit. Starting wealth. You start with 2d4 (5) x 10gp.

You start with 2d4 (5) x 10gp. Starting trinket. You start with three trinkets.

You start with three trinkets. Suggested charistics. Use the tables on the hermit background in the player's handbook for your traits and motivations.

Use the tables on the hermit background in the player's handbook for your traits and motivations. Feature. You gain the Discovery feature on the hermit background in the Player's Handbook. Knight You have given your loyalty to a noble cause granting you a knight's title. Ability score increase. Your Strength is increased with 1, you can’t increase an ability score above 20.

Your Strength is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Charisma saving throw.

You gain proficiency in the Charisma saving throw. Skills. You gain proficiency in the Persuasion skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Athletics, History, Insight, Intimidation, Medicine, and Religion.

You gain proficiency in the Persuasion skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Athletics, History, Insight, Intimidation, Medicine, and Religion. Background proficiencies. You gain the following proficiencies: One language of your choice.

(a) One type of gaming set or (b) Vehicles (land).

Three weapons of your choice. Equipment. A set of fine clothes, a banner, and a document of knighthood.

A set of fine clothes, a banner, and a document of knighthood. Starting wealth. You start with 5d4 (13) x 10gp.

You start with 5d4 (13) x 10gp. Suggested charistics. Use the tables on the noble background in the player's handbook for your traits and motivations.

Use the tables on the noble background in the player's handbook for your traits and motivations. Feature. You can choose between two features which are Position of Privilege, or Retainers. These features are on the noble background in the Player's Handbook. Noble You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. Ability score increase. Your Intelligence is increased with 1, you can’t increase an ability score above 20.

Your Intelligence is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Charisma saving throw.

You gain proficiency in the Charisma saving throw. Skills. Skills. You gain proficiency in the History skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Arcana, Insight, Investigation, Persuasion, Religion, and Survival.

Skills. You gain proficiency in the History skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Arcana, Insight, Investigation, Persuasion, Religion, and Survival. Background proficiencies. You gain the following proficiencies: One language of your choice.

(a) One type of musical instrument or (b) one type of gaming set.

Rapiers, shortbows, and longbows. Equipment. A set of fine clothes, a signet ring, and a scroll of pedigree.

A set of fine clothes, a signet ring, and a scroll of pedigree. Starting wealth. You start with 5d4 (10) x 10gp.

You start with 5d4 (10) x 10gp. Suggested charistics. Use the tables on the noble background in the player's handbook for your traits and motivations.

Use the tables on the noble background in the player's handbook for your traits and motivations. Feature. You can choose between two features which are Position of Privilege, or Retainers. These features are on the noble background in the Player's Handbook. Outlander You grew up in the wilds, far from civilization and the comforts of town and technology. Ability score increase. Your Constitution is increased with 1, you can’t increase an ability score above 20.

Your Constitution is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Strength saving throw.

You gain proficiency in the Strength saving throw. Skills. Skills. You gain proficiency in the Survival skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Athletics, Intimidation, Nature, and Perception.

Skills. You gain proficiency in the Survival skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Animal handling, Athletics, Intimidation, Nature, and Perception. Background proficiencies. You gain the following proficiencies: One language of your choice.

(a) One type of musical instrument or (b) one type of artisan's tools.

Three weapons of your choice. Equipment. A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes.

A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes. Starting wealth. You start with 2d4 (5) x 10gp.

You start with 2d4 (5) x 10gp. Starting trinket. You start with three trinkets.

You start with three trinkets. Suggested charistics. Use the tables on the outlander background in the player's handbook for your traits and motivations.

Use the tables on the outlander background in the player's handbook for your traits and motivations. Feature. You gain the Wardener feature on the outlander background in the Player's Handbook. 4

Sage You spent years learning the lore of the multiverse and your efforts have made you a master in your fields of study. Ability score increase. Your Intelligence is increased with 1, you can’t increase an ability score above 20.

Your Intelligence is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Intelligence saving throw.

You gain proficiency in the Intelligence saving throw. Skills. Skills. You gain proficiency in the Arcana skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: History, Insight, Investigation, Medicine, Nature, and Religion.

Skills. You gain proficiency in the Arcana skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: History, Insight, Investigation, Medicine, Nature, and Religion. Background proficiencies. You gain the following proficiencies: One language of your choice.

(a) Alchemist's supplies, (b) Calligrapher's supplies, or (c) one additional language of your choice. Bonus cantrip. You gain the prestidigitation cantrip if you don’t already know it, intelligence is your spellcasting ability for it.

You gain the prestidigitation cantrip if you don’t already know it, intelligence is your spellcasting ability for it. Equipment. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, and a set of common clothes.

A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, and a set of common clothes. Starting wealth. You start with 4d4 (10) x 10gp.

You start with 4d4 (10) x 10gp. Starting trinket. You start with one trinket.

You start with one trinket. Suggested charistics. Use the tables on the sage background in the player's handbook for your traits and motivations.

Use the tables on the sage background in the player's handbook for your traits and motivations. Feature. You gain the Researcher feature on the sage background in the Player's Handbook. Sailor You sailed on a seagoing vessel for years. Ability score increase. Your Constitution is increased with 1, you can’t increase an ability score above 20.

Your Constitution is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Strength saving throw.

You gain proficiency in the Strength saving throw. Skills. You gain proficiency in the Perception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Athletics, Intimidation, Nature, Sleight of hand, and Survival.

You gain proficiency in the Perception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Athletics, Intimidation, Nature, Sleight of hand, and Survival. Background proficiencies. You gain the following proficiencies: (a) Navigator’s tools, (b) carpenter’s tools or (c) one language of your choice.

Vehicles (water).

Scimitars, hand crossbows, and nets. Equipment. A belaying pin (club), 50 feet of silk rope, 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), and a set of common clothes.

A belaying pin (club), 50 feet of silk rope, 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), and a set of common clothes. Starting wealth. You start with 3d4 (8) x 10gp.

You start with 3d4 (8) x 10gp. Starting trinket. You start with two trinkets.

You start with two trinkets. Suggested charistics. Use the tables on the sailor background in the player's handbook for your traits and motivations.

Use the tables on the sailor background in the player's handbook for your traits and motivations. Feature. You gain the Ship’s Passage feature on the sailor background in the Player's Handbook. Variant: Pirate In case you want to pick the pirate background you take the Sailor background but with proficiency in Charisma saves, and with the Bad Reputation feature. This feature is found on the sailor background in the Player's Handbook. Soldier You were in the army for a big part of your life. Ability score increase. Your Strength is increased with 1, you can’t increase an ability score above 20.

Your Strength is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Strength saving throw.

You gain proficiency in the Strength saving throw. Skills. You gain proficiency in the Athletics skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Animal handling, Insight, Intimidation, Perception, and Persuasion.

You gain proficiency in the Athletics skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following skills: Acrobatics, Animal handling, Insight, Intimidation, Perception, and Persuasion. Background proficiencies. You gain the following proficiencies: (a) One type of musical instrument (b) one type of gaming set or (c) one language of your choice.

(a) Vehicles (land) or (b) one type of artisan's tools.

Three weapons of your choice. Equipment. An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, and a set of common clothes.

An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, and a set of common clothes. Starting wealth. You start with 3d4 (8) x 10gp.

You start with 3d4 (8) x 10gp. Starting trinket. You start with two trinkets.

You start with two trinkets. Suggested charistics. Use the tables on the soldier background in the player's handbook for your traits and motivations.

Use the tables on the soldier background in the player's handbook for your traits and motivations. Feature. You gain the Military Rank feature on the soldier background in the Player's Handbook. Spy You secretly gather information on people. Whether for other people, the law, or for your own gain. Ability score increase. Your Charisma is increased with 1, you can’t increase an ability score above 20.

Your Charisma is increased with 1, you can’t increase an ability score above 20. Saving throw. You gain proficiency in the Intelligence saving throw.

You gain proficiency in the Intelligence saving throw. Skills. You gain proficiency in the Deception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following fskills: Insight, Persuasion, Performance, Investigation, Sleight of hand, and Stealth.

You gain proficiency in the Deception skill. Also you are proficient in your choice of three + Intelligence modifier (minimum of 2) of the following fskills: Insight, Persuasion, Performance, Investigation, Sleight of hand, and Stealth. Background proficiencies. You gain the following proficiencies: (a) One type of musical instrument or (b) one type of gaming set.

(a) Thieves’ tools or (b) a disguise kit. Thieves’ cant. You learned Thieves’ cant you can read more about this feature on the Rogues feature list.

You learned Thieves’ cant you can read more about this feature on the Rogues feature list. Equipment. A set of fine clothes, fake identification papers, and one spy tool of your choice (boots with a hidden compartment, disappearing ink, a hollow coin container, or a letter remover that won't disturb seals). 5