D&D (2024) Homebrew Backgrounds

Personally, I would avoid implying that the entire "race" was steretyped this way.
I wasn't stereotyping here. ;) Back in 3e's Unearthed Arcana, a racial paragon was a 3-level racial class your character could take in order to make them into exemplary member of their own race. A best-of-the-best, if you will.

Instead, I would name the background something like "Soldier of Bahamut". This "army" might be a continuation of one of the ancient Dragonborn empires that has fallen but remains vibrant in the culture. Its members are a faction who might dedicate themselves to some ideal lifestyle, to the religion of Bahamut, and-or be Holy Order that includes many Paladins and other species. All members of the faction speak Draconic, and some know Celestial. While the faction is an independent militia, it might have arrangements with certain local governments to serve as a military unit for them.
I could see this being a Paladin subclass. ;) As a member of this subclass, you take up the Oath of Bahamut and serve the King of Good Dragons in the Dragonsfall War.
 

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I wasn't stereotyping here. ;) Back in 3e's Unearthed Arcana, a racial paragon was a 3-level racial class your character could take in order to make them into exemplary member of their own race. A best-of-the-best, if you will.
I understood that.

I could see this being a Paladin subclass. ;) As a member of this subclass, you take up the Oath of Bahamut and serve the King of Good Dragons in the Dragonsfall War.
It can easily be a Paladin subclass. At the same time, most religious leaders arent Clerics, so similarly, most sacred warriors arent Paladins. But it ultimately depends on the setting.
 

These were the ones I was working on. This isn't final, but mostly complete. Some are borrowed from the Origins UA.

Apothecary​

Ability Scores: Constitution, Intelligence, Wisdom
Feat: Healer
Skill Proficiencies: Medicine, Nature
Tool Proficiency: Herbalism Kit
Equipment: Choose A or B: (A) Herbalism Kit, Traveler’s Clothes, Healer’s Kit, Book on Medicine, 10 GP; or (B) 50 GP

You studied the healer’s arts and became a master of tinctures, balms, and toxins. You spent much of your early years gathering reagents and plants needed to by your master, learning how to apply poultices and determine ailments. Your insight has given much information on all manner of afflictions and their cures.

Cultist​

Ability Scores: Constitution, Intelligence, Charisma
Feat: Magic Initiate (Wizard)
Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Equipment: Choose A or B: (A) Bell, Traveler’s Clothes, Dagger, Disguise Kit, Lamp, Robe, 19 GP; or (B) 50 GP

You scarcely recall what drove you into the service of the otherworldly being. Those memories were blotted out long ago by recurrent dreams of midnight gatherings round the obsidian pillar in the glade. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the arcane arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission the Great One has in store for you.

Executioner​

Ability Scores: Dexterity, Constitution, Intelligence
Feat: Skilled
Skill Proficiencies: Intimidation. Stealth
Tool Proficiency: Poisoner’s Kit
Equipment: Choose A or B: (A) Dagger, Caltrops, Hooded Lantern, Traveler’s Clothes, Oil, 25 GP; or (B) 50 GP

You were a member of an organization that specializes in death. You trained form a young age to become a skilled killer, mastering all types of necessary skills and the art of poison making. Eventually, you decided to leave your group and use your skills elsewhere. The organization who trained you has not forgotten about you though.

Explorer​

Ability Scores: Strength, Constitution, Wisdom
Feat: Tough
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Cartographer’s Tools
Equipment: Choose A or B: (A) Cartographer’s Tools, Map, Traveler’s Clothes, Hunting Trap, Rope, Bedroll, 20 GP; or (B) 50 GP

You were always fascinated with what was on the horizon. You set out one day to explore what lies beyond the edge of the map, learning self-sufficiency and a hearty respect for nature. The years of living beyond society have made you tough and worldly, and always ready to explore new places.

Gambler​

Ability Scores: Dexterity, Wisdom, Charisma
Feat: Lucky
Skill Proficiencies: Deception, Insight
Tool Proficiency: Choose one kind of Gaming set
Equipment: Choose A or B: (A) Gaming Set (same as above), Chest, Fine Clothes, Perfume ,15 GP; or (B) 50 GP

You have always loved the thrill of chance. You took to games of chance with ease, using your charm, luck, and skill to come up on top. You learned how to read people and how to bluff them, and always seem to have an ace up your sleeve. You might not win them all, but that’s a risk you're willing to take.

Gladiator​

Ability Scores: Strength, Dexterity, Charisma
Feat: Savage Attacker
Skill Proficiencies: Athletics, Performance
Tool Proficiency: Smith’s Tools
Equipment: Choose A or B: (A) Chain, Costume, Healer’s Kit, Javelin (6), Smith’s Tools, Traveler’s Clothes, 15 GP; or (B) 50 GP

Your first few appearances in the gladiatorial pits led you to appreciate every one of the scars you carry from your instructors and sparring partners. Each scar was a lesson that taught you how to best your opponents and curry favor with the crowds your brawls entertained. Your time in the pits left you with a strong hand and a strong heart. You’ll forever share a remarkable bond with the other pit fighters in your stable—hardened warriors all.

Knight​

Ability Scores: Strength, Constitution, Charisma
Feat: Skilled
Skill Proficiencies: Animal Handling, Persuasion
Tool Proficiency: choose one type of Musical Instrument
Equipment: Choose A or B: (A) Musical Instrument (same as above), Traveler’s Clothes, GP; or (B) 50 GP

You spent your youth apprenticing under a knight as a page and later as a squire, and learning the arts of horsemanship, politics, and chivalry. The work was hard, but you learned much about both the court and the battlefield. Eventually, you were dubbed a knight, rewarded with the title “knight-errant”, and given the opportunity to spread glory in your liege’s name.

Laborer​

Ability Scores: Strength, Dexterity Constitution
Feat: Tough
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Mason’s Tools
Equipment: Choose A or B: (A) Bullseye Lantern, Common Clothes, Handaxe, Light Hammer, Mason’s Tools, Mess Kit, Oil (1 flask), Shovel, Waterskin, 15 GP; or (B) 50 GP

Your apprenticeship consumed the better part of your youth. First, you learned to cut and polish a stone. After several years of polishing stones, you learned how to cement those stones into a wall. After several years building walls, you learned to join your walls to form a structure. The structures you built were exceptionally durable, recalling the great stone structures of antiquity.

Ovate​

Ability Scores: Dexterity, Constitution, Wisdom
Feat: Magic Initiate (Druid)
Skill Proficiencies: Nature, Survival
Tool Proficiency: Potter’s Tools
Equipment: Choose A or B: (A) Druid Focus, Sickle, Robe, Potter’s Tools, 10 GP; or (B) 50 GP

You spent time in the Sacred Groves of Druids, learning of the Old Faith and its connection to nature along the standing stones of their great ritual sites. You learned much about the local flora and fauna and how to use the earth to create tools. In time, you even came to master a bit of druidic magic on your own.

Pirate​

Ability Scores: Strength, Constitution, Wisdom
Feat: Tough
Skill Proficiencies: Athletics, Intimidation
Tool Proficiency: Navigator’s Tools
Equipment: Choose A or B: (A) Navigator’s Tools, Club, Traveler’s Clothes, Shovel, 18 GP; or (B) 50 GP

You sailed under the skull and crossbones, plundering other ships for their riches. Your reputation made you feared, the sea’s harshness made you resilient. You recall your time with your fellow crewmates, singing shanties, drinking grog, and raiding merchant vessels with great fondness.

Spy​

Ability Scores: Dexterity, Wisdom, Charisma
Feat: Alert
Skill Proficiencies: Insight, Stealth
Tool Proficiency: Thieves’ Tools
Equipment: Choose A or B: (A) Thieves’ Tools, Caltrops, Pouch, 20 GP GP; or (B) 50 GP

The line between crime and espionage is a razor-thin one and one you dance on regularly as you gather information for your organization. You mastered infiltrating and eavesdropping in on important conversations and locating documents and other information that your organization seeks. The information you provide may be the difference between your organization’s continued success and its ruin.

Tavern Worker​

Ability Scores: Constitution, Intelligence, Charisma
Feat: Tavern Brawler
Skill Proficiencies: Insight, Persuasion
Tool Proficiency: Brewer’s Supplies
Equipment: Choose A or B: (A) Brewer’s Supplies, Traveler’s Clothes, Bottle of Common Wine, 15 GP; or (B) 50 GP

You spent many years working a tavern as a server, offering drinks to adventurers and drunkards alike. Your time dealing with so many travelers taught you how to read people and how to flatter them. You also learned about various types of alcohol and how to make them. Finally, when all else failed, you learned how to defend yourself in a bar brawl.

Witch​

Ability Scores: Dexterity, Intelligence Charisma
Feat: Magic Initiate (Wizard)
Skill Proficiencies: Arcana, Nature
Tool Proficiency: Herbalism Kit
Equipment: Choose A or B: (A) Herbalism Kit, Arcane Focus, Traveler’s Clothes, Candles (10), Iron Pot, 18 GP; or (B) 50 GP

You were raised in a witch’s hut, learning ancient secrets of the forest and strange types of magical knowledge. While some of the locals feared and shunned you, others came to you for blessings and charms. Your time learning the strange secrets of your mentor gave you insight on herbalism and arcane magic.
 

I thought I would create a thread of homebrewed backgrounds so people could propose improvements or add in some themselves that way there could be go to resource that we can all use. It doesn't hurt that backgrounds are ridiculously easy to homebrew with the main exception there is not always an origin feat that is a nice fit. I have not been adding the equipment as it always comes to 50gp. So any way let's get started.

Apothecary
Ability Scores: Wisdom, Intelligence or Charisma
Feat: Healer
Skills: Nature and Medicine
Tool Proficiency: Herbalism Kit

Gambler
Ability Scores: Intelligence, Wisdom or Charisma
Feat: Lucky
Skills: Deception and Insight
Tool Proficiency: Game Set
Great minds on these ones! :)
 

A handful that I'd put together.

Apprentice Craftsman
Ability Scores: Strength, Constitution, Charisma
Feat: Crafter
Skills: Athletics, Insight
Tool Proficiency: Any artisan tool

You trained as an apprentice craftsman. That meant you did a lot of the grunt work to prepare you to learn the more refined details of crafting, while watching your seniors interacting with customers. Someday it will be you running the shop.

Conscript/Recruit
Ability Scores: Strength, Dexterity, Constitution
Feat: Lucky
Skills: Athletics, Stealth
Tool Proficiency: Cook's Utensils

You were conscripted into the army and forced to learn on the fly. You were drilled into shape, had to learn to keep your head down, and were always the one stuck on kitchen duty. You survived the battles more through luck than skill. Now you have a chance to forge your own way through life.

Waiter/Waitress
Ability Scores: Strength, Wisdom, Charisma
Feat: Tavern Brawler
Skills: Insight, Persuasion
Tool Proficiency: Cook's Utensils

Smart, friendly, and always ready to sell today's special — that's how you want people to remember you. Well, aside from the rude customers and unruly drunks that you tossed out on their ear. But the other customers were always grateful for you keeping the peace, so it's all good.

Shepherd
Ability Scores: Constitution, Intelligence, Wisdom
Feat: Alert
Skills: Animal Handling, Perception
Tool Proficiency: Herbalism Kit

You were tasked with keeping the herds safe and cared-for. It required long nights in the fields, and constant wariness for predators. Still, it was always a welcome relief to get back to town and relax with the folks you knew.

Dockworker
Ability Scores: Strength, Constitution, Wisdom
Feat: Tough
Skills: Athletics, Intimidation
Tool Proficiency: Carpenter's Tools

Hauling cargo on and off ships is tough work, and you're built to handle it. Sometimes you have to scare off the street rats and smugglers trying to make off with the goods kept in the warehouses, so a big stick is always welcome.

Geisha/Courtesan
Ability Scores: Constitution, Wisdom, Charisma
Feat: Musician
Skills: Performance, Deception
Tool Proficiency: Disguise Kit (or gaming set)

You have been trained in the finer arts of personal entertainment, engaging in witty storytelling, pleasant singing, or the occasional game of strategy to challenge the mind. Illicit secrets are as common as copper in your rooms, but you must be sure never to reveal too much.

Maid
Ability Scores: Dexterity, Wisdom, Charisma
Feat: Skilled
Skills: Stealth, Insight
Tool Proficiency: Weaver's Tools

Dutiful and hardworking, you've lived a life beneath the notice of those whose lives you make easier. A good maid has many talents, but being quiet and unobtrusive allows you to exercise them without drawing undo attention.

Gardener/Landscaper
Ability Scores: Constitution, Intelligence, Wisdom
Feat: Magic Initiate (Druid)
Skills: Nature, Animal Handling
Tool Proficiency: Herbalism Kit

You have learned how tend to hedges, lawns, and gardens, and have picked up a few tricks along the way to keep the rodents and other pests from digging up the flowerbeds or eating the vegetables.

Clumsy Maid
Ability Scores: Constitution, Wisdom, Charisma
Feat: Lucky
Skills: Insight, Animal Handling
Tool Proficiency: Weaver's Tools or Cook's Utensils

You've always been considered a klutz, never able to do anything right. However your clumsiness has an endearing quality, and the gods seem to have blessed your luck, perhaps out of pity. You have a knack for understanding people's feelings, and animals seem to be friendlier around you too. Fresh-baked cookies fix everything, right?

Revolutionary
Ability Scores: Strength, Intelligence, Charisma
Feat: Alert (or a tweaked Musician for speeches rather than music)
Skills: Athletics, Stealth
Tool Proficiency: Alchemist's Supplies

The people will rise up to overthrow their oppressors — through force if necessary. The people need a leader to guide them, and you're that leader. Or were, before the revolution failed. But you know you'll have another chance. Keep alert for the opportunity, and a firebomb ready for their soldiers.
 
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Squire
Ability Scores: Strength, Constitution or Charisma
Feat: Skilled
Skills: Animal Handling and History
Tool Proficiency: Smiths Tools

Student
Ability Scores: Constitution, Intelligence or Wisdom
Feat: Skilled
Skills: Investigation and History
Tool Proficiency: Calligrapher's Supplies
 


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