You ultimately left your tribe to join the rest of civilisation. Choose a reason for your return to the cities.

Most people live amongst the technological cities formed from old energy factories. You, however, live a more nomadic life, travelling along the vast empty spaces between pockets of civilisation. These empty spaces are sometimes hundreds of thousands of kilometres across, which you zip across in high-speed hover-trucks, preying upon enormous undying abominations for sustenance.

Refer to the personality traits, ideals, bonds, and flaws from the Sage background listed in the PHB. You may add the additional characteristics listed below to your options.

Most governmental institutions, limited as they are, respect the work of yourself and other archivists and allow you access to otherwise sensitive materials and locations, given that your publications paint them in a positive light.

Choose one of the following focuses of your research.

You are a historian and contemporary scribe devoted to the preservation of information at all costs. While teachers and librarians might hole themselves up in their studies, you actively venture out into the world to obtain information, often taking on the roles of journalist, archaeologist, and even sometimes a spy.

In addition, players can choose from the following backgrounds specific to the Dyson Sphere setting:

The Dyson Sphere is a setting with unique stylings and expectations to the regular 5th edition standards. While it contains magic and a plethora of opportunities to reflavour existing options, there are some limitations as to what a player can be in this world, as well as some things they can only be in this world. This section details all of the classes, races, and backgrounds included within the world of the Dyson Sphere.

Music has all but disappeared within the anarchy of the Dyson Sphere. Only a small group of musicians, who call themselves buskers, have the means to preserve music and prove its worth in society.

Refer to the personality traits, ideals, bonds, and flaws from the Folk Hero background listed in the PHB, adapting them to fit a citizen in the Dyson Sphere. You may add the additional characteristics listed below to your options.

As a law-abiding citizen, you are afforded rights and privileges to offer you protection from hardship. Not only will governments protect you with guards and survey drones, volunteer vigilante forces also strive to fill in the gaps that governments can't cope with.

You can choose one of the following jobs, or you can use your own ideas.

You're a regular commoner eking out a living in the civilised parts of the world. You've never been to the empty spaces and you've never known true hardship. You have a simple job and a simple life, but, as these things go, you've been thrust into a dangerous situation well outside of your comfort zone.

Refer to the personality traits, ideals, bonds, and flaws from the Outlander background listed in the PHB. You may add the additional characteristics listed below to your options.

You come to the cities with knowledge of fantastical creatures and impossible structures. Common folk hound you for stories. Rich men and women might hire you for events to entertain their guests. Academics and scientists will part with hefty sums and favours to come into contact with you.

You scavenge pieces of scrap from broken robots and machines to sell. These scraps are usually fed back into the endless factories of the Dyson Sphere to be recycled into new machines. The competition is fierce, however, and you need a way to elevate yourself above the others.

You are actively being hunted by a Duct Assessor and their crew of Duct Enforcers. They may wish to kill you and everyone you travel with, but more likely they wish to seduce you back into their ranks.

Instead of being released by the Duct Assessor, you can choose to have escaped by your own will, for philosophical or other reasons. If so, you replace your Black Wraps Traces feature with the following feature:

Refer to the personality traits, ideals, bonds, and flaws from the Soldier background listed in the PHB, adjusted to fit your former Duct Assessment crew. You may add the additional characteristics listed below to your options.

You have a trace of your Duct Assessor's psychic energy still lingering inside of you which can guide your actions and steer you in beneficial directions if you focus.

You were once enslaved in a mining pit that had long since been exhausted of materials, forgotten by your masters and left to rot and cannibalise the others. But someone brought you out of the darkness and gave you a purpose. Under the direction of a psychic Duct Assessor, you fought for the common people against crime and subjugation. After some time of service, you were eventually released and given free will to seek adventure.

Refer to the personality traits, ideals, bonds, and flaws from the Entertainer background listed in the PHB. You may add the additional characteristics listed below to your options.

You can set up shop in a busy location to woo and inspire the crowds. You can collect enough money to pay your rent and any expenses in this way, but you always run the danger of being intercepted by survey drones. For this reason you rarely frequent the same places twice. Common citizens who hear your music are often inspired to make a drastic life change.

You have a particular knack for the interiors of machines and robots. You can identify most common parts instantly, and you have a keen insight for identifying the purpose of parts you don't recognise. You can always spot the most valuable sections of a machine, as well.

You have an advantage over other scrap hunters that make your services more valuable. Choose from the following list or come up with your own.

Once you have used this ability, you must complete a short or long rest before you can use it again.

Beginning at 13th level, you can use your bonus action to move up to your speed in a straight line in any direction, vertical or horizontal, without incurring opportunity attacks. If you do so, you can make one attack against all creatures of your choice within your reach at any point along that line.

At 9th level, your speed increases by 10 feet. Additionally, you don't require a running start to perform a long jump or high jump.

Starting at 3rd level, if you dash on your turn and move 30 feet or more in a straight line (including jumping, falling, or flying), you can apply sneak attack to the next attack you take on your turn.

At 17th level, your long jump increases to 120 feet and your high jump increases to 60 feet, and you do not take damage from a fall regardless of the height.

At 9th level, your long jump increases to 80 feet and your high jump increases to 40 feet, and you don't take damage from a fall if your fall is less than 120 feet.

Your long jump is increased to 40 feet and your high jump is increased to 20 feet. Additionally, you don't take damage from a fall if your fall is less than 60 feet.

When you take this archetype at 3rd level, your natural athleticism is enhanced by kinetic springs that dampen the impact of a fall and allow you to leap great distances.

This rogue archetype features a jumping, leaping, movement-centred playstyle with a focus on hit and run tactics and charging attacks. Wire cutters are propelled by kinetic springs that allow them to engage in vertical death-defying bouts and absorb the shock of a fall.

Many of the classes from the PHB have been reflavoured to accommodate the setting, and there are several new sub-classes available. All of the available class options are listed in the following two tables.

The distance you pull the creature increases as you gain warlock levels. The distance increases to 20 feet at 6th level and to 30 feet at 10th level.

Starting at 1st level when you choose this patron, when you damage a Large or smaller creature with a spell that can target only them, you can force the creature to make a Strength saving throw against your warlock spell save DC. On a failed save, the creature is knocked prone and pulled 10 feet towards you. On a successful save, the creature is pulled half the distance towards you and isn't knocked prone.

The dyson sphere lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 1st - inflict wounds, feather fall 2nd - flaming sphere, spike growth 3rd - Melf's minute meteors, wind wall 4th - compulsion, freedom of movement 5th - control winds, telekinesis

You learn the cantrip sword burst if you don't know it already, and you can cast it as a bonus action on your turn. Instead of spectral swords, the spell takes on the appearance of chunks of twisted, smouldering metal and sand.

This warlock patron features a style of combat that involves drawing enemies closer and closer to your position, as if you were a great force of gravity acting upon the world. Dyson sphere warlocks worship the energy around which all planets and celestial bodies orbit, and they draw upon its limitless power to fuel their own personal biddings. Most have a small piece of the dyson sphere's furnace inside of them.

Starting at 18th level, when a creature fails its save against your probing, you can spend 4 sorcery points to flood the creature with the collected thoughts of all of your victims. The probed creature is stunned until your probing ends.

Beginning at 14th level, when you probe into a creature's mind, you can choose to spend 2 sorcery points to deal the creature an additional 10 (3d6) psychic damage if it fails the save. You can spend 1 sorcery point to deal this damage again as a bonus action so long as your probing hasn't ended yet. A creature reduced to 0 hit points by this ability is knocked unconscious and stabilised rather than killed.

Starting at 6th level, you can choose to spend 1 sorcery point to use your bonus action (instead of your action) to probe into a creature's mind. Additionally, creatures have disadvantage on attacks against you so long as you are probing their mind.

If the creature succeeds on their saving throw to resist being probed, or when the effects of the probing end, the creature becomes immune to your probing for 24 hours.

When you probe into another creature's mind, the effects of your probe end after one minute or until you probe another target, whichever happens first, or if the creature succeeds on their intelligence contest to end the effects early. The effects also end if you take damage and fail a concentration check, as per the rules of maintaining concentration. Note, however, that probing a creature doesn't count towards spells you are concentrating on.

Starting when you choose this sorcerous origin at 1st level, you learn the spell Detect Thoughts, and it is considered to always be active for you, with no need to spend a spell slot or expend components. Charisma is your spellcasting ability for this spell. You can activate or deactivate its effects with a bonus action.

This sorcerous origin features abilities centred around reading enemies' thoughts in combat. Pipe friends are otherwise non-magical people who have concocted a cocktail of medicine, mysticism, and underground deals to unlock latent psychic energy within their minds.

At 17th level, your speed increases by 10 feet, and you do not trigger opportunity attacks from movement on your turn.

Once you have used this ability, you must cast a spell of 1st-level or higher before you can use it again.

As an action, you let out a scream that can be heard from up to one mile away. All creatures of your choice within 100 feet of your position must succeed on a Wisdom saving throw against your warlock spell save DC or take 2d8 psychic damage and use their reaction to move up to their speed towards you.

Beginning at 14th level, you can channel the powerful fission within your patron to let out an eardrum-melting wail.

Also at 10th level, you can apply your Gravity Well feature to any creature, regardless of its size.

You can absorb the energy of creatures you kill. Starting at 10th level, once per turn, when you kill a Small or larger creature within 10 feet of you, you regain hit points equal to half your level (rounded down).

Blustering winds spiral around you in a 5 foot radius, picking up dust, sand, pebbles, or other small unsecured pieces of debris. While this effect is active, ranged attacks have disadvantage to hit you, the area in the radius is difficult terrain, and you and all other creatures within the radius are deafened.

Beginning at 6th level, you can use your bonus action to activate or deactivate the following effect:

Also at 1st level, you can use your action to magically pull an unsecured object within 60 feet of your position to your hand. The effect fails if the object offers more than 10 pounds of resistance to being pulled, if the object is worn or carried by another creature, or if something would block the object from reaching you.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Exhaustion Resistance. You have advantage on Constitution saving throws made against non-magical effects, as well as saving throws made to resist gaining levels of exhaustion.

As an action, you let loose energy in an area of effect determined by the damage type. Each creature in the area of effect must make a saving throw with a DC equal to your Constitution modifier plus your proficiency bonus plus 8, taking 2d6 damage of the given type on a failed save, or half damage on a successful one. The saving throw is determined by the area of effect; creatures must make a Constitution saving throw for a cone, or a Dexterity saving throw for a line. Once you have activated your defensive mechanism, you must complete a short or long rest before you can use it again.

Climatisation Function. You are resistant to one type of damage, and you have a defensive mechanism related to that damage type. Choose one of the following climatisation functions. These determine the type of damage you are resistant to, as well as a defensive mechanism with a damage type and an area of effect.

Size. You are a little bit shorter and stouter than an unmodified human, reducing your surface area and contact points. Your size is Medium.

Age. Most people with your modifications live about twice as long as a regular human due to their ability to withstand terrible punishment.

Your body has been modified to deal with extreme heat or other environmental hazards, either for your job or even to allow you to live in otherwise inhospitable areas.

Muscular Pistons. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's dice one additional time and add it to the damage of your hit.

Auxiliary Power. When you are reduced to 0 hit points but not killed outright, you can drop to 0 hit points instead. You must complete a long rest before you can use this feature again.

Darkvision. You have darklight sensors installed in your eyelids. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray.

Size. You are about a foot taller and a foot wider than most other humans. Your size is Medium.

Age. Your expected lifespan is only to about 100, largely because of your violent lifestyle.

You've elected to take upgrades focusing on combat and self-defense against aggressors. You hit hard and look tough.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Skill. You are proficient in one skill of your choice.

Size. You are likely the same size as an unmodified human. Your size is Medium.

You've taken a smaller modification than most, keeping the majority of your appearance the same but enhancing a small part of yourself to make your life easier.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Size. You are of about average height for a human, between six and seven feet tall due to the low gravity. Your size is Medium.

Age. You have the standard lifespan of a human in the Dyson Sphere, about 150 years, most of which is spent in good health despite any personal hardships.

You haven't taken any cybernetic modifications, and are a comparative rarity in the Dyson Sphere.

Instead of races, you can choose one of the following cybernetic options for your human character.

There are fewer races in the Dyson Sphere than in the Forgotten Realms. The Dyson Sphere is populated exclusively by humans, and any racial diversity comes from technological modifications upon the human body.

Within the Dyson Sphere live an assortment of robots and other machines that, arguably, have as detailed and complicated a consciousness as any human being. They are numerous enough not to be discriminated against, though their acceptance in society is often wholly dependent on their functionality. A dead human is a tragedy, but a broken robot is worth only the selling price of the scrap metal.

Poison Resistance. Your superior stomach tissue and digestive modifications make you resistant to poison damage, and you have advantage on saving throws against being poisoned.

Darkvision. You have darklight sensors installed in your eyelids. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray.

Architectural Analysis. Whenever you make an Intelligence (History) check related to architecture or the infrastructure of the Dyson Sphere, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Speed. Your body actively prevents you from straining yourself with high speeds. Your base movement speed is 25 feet.

Age. You live about the same age as a human, but you are much less likely to die in a random accident.

You've uplinked your mind and body to the infrastructure of the Dyson Sphere, giving you a deep insight into its inner workings.

Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny technological device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Technologist. Whenever you make an Intelligence (History) check related to technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Firewall. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic, as well as against effects intended to charm constructs.

Speed. Having to concentrate on coordinating all of your different modifications working together, you can't reach the same speed as an unmodified human. Your base movement speed is 25 feet.

Size. You are about the same size as a regular human. Your size is Medium.

You've tapped into forces capable of giving the semblance of life to machines, and used them to fuel your own modifications above and beyond what is generally tolerated by humans.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Sensor Delay Cloaking. As long as you move at least 30 feet on your turn, you can take the Hide action regardless of your level of visibility.

Narcotic Replacements. You don't need to sleep. Instead, you fall into a trance for 4 hours each day, remaining semi-conscious. After resting in this way, you gain the same benefit that an unmodified human does after 8 hours of sleep and a long rest.

Methamphetamine Injectors. You have advantage on saving throws against being charmed or knocked unconscious, and magic can't put you to sleep.

Darkvision. Your eyes are excellent at picking up movement even in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray.

Size. You are generally stripped of fat, giving yourself a smaller, almost skeletal look that boosts your speed. Your size is Medium.

Age. Your increased level of activity reduces your lifespan by about 30 to 40 years.

You've opted to increase the speed of your reflexes to a degree unseen by humans in history, hyping yourself up with drugs and electrical impulses to keep yourself awake forever.

As a robot, you might have other minor functions different to the ones listed here that provide no significant benefit other than flavour.

Ability Score Increase. Your Constitution score increases by 2.

Age. Since all robots have both mechanical and organic components, robots can degrade after a few years without constant maintenance. With proper care, they can live indefinitely. The process of maintaining one's body after a period of about 20 years, however, necessitates the replacement of literally every single material of their body at least once, a potentially terrifying fact that most robots choose not to think about.

Alignment. Robots are invariably lawful.

Size. Almost all robots with self awareness maintain a body about the same size as a human. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Autolife. When you are targeted by a healing spell or other magical healing effect, you gain temporary hit points equal to the amount of HP a human would recover from the spell. You can still benefit from the healing effects of your hit dice, as well as from non-magical class abilities such as the fighter's Second Wind.

Living Construct. Your type is both Humanoid and Construct. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you must enter a low-power state for 6 hours each day to conserve energy. While in this state, you are aware of your surroundings, but you are considered unconscious unless you choose to incur one level of exhaustion to reactivate early. You can end this level of exhaustion only by completing an additional long rest.

Languages. You can speak Dyson Sphere, Codespeak, and one other language of your chocie.

Subrace. Robots are extremely varied, and very few look alike. However, there are three broad categories of robots: the Warforged, which are humanoid in stature but obviously robotic, the Automatons, which are built to blend into human culture, and the Function Hounds, which are built purely for practical purposes without an aesthetic design in mind.

Automaton You are a mockery of the human race. Used as disposable spies and moles that can be discarded as quickly as they were assembled, Automatons are a thorn in the side of any group that intends to keep its membership secret and contained. Ability Score Increase. Your Charisma score is increased by 1. Blend In. You appear outwardly human. A person can divine your true type by succeeding on an Intelligence (Investigation) check contested by your Charisma (Deception) check. You have disadvantage on this contest if you are below half your hit point maximum. Any creature that intimately interacts with you for an extended period of time, such as by travelling with you in an adventuring group, doesn't need to make such a check to understand your true nature. Designer Spy. You have proficiency in Deception. Your voice can sound like any human you've conversed with.

Function Hound You're an impenetrable mess of piping, pistons, plates, and pincers. You were designed to be functional, not to be beautiful, and though you have all of the things that a creature needs to survive, such as senses and balance, it's difficult to comprehend your form in a way that humans can process. You make it work. Ability Score Increase. Your Dexterity score is increased by 1. Toolbelt Limbs. You can add half your proficiency bonus (rounded down) to your Strength and Dexterity skill checks if you can't otherwise add your proficiency bonus (in whole or in part) to the check. Thousand Arms. You don't need to use your action to interact with additional objects on your turn. This trait cannot be used to interact with the same object more than once on your turn.