Secret Lesson 51

Backgrounds: Acolyte, Criminal, Sage, and Soldier

We have now completed all the Classes in the SRD.

A Class tells us a great deal about:

WHAT YOUR ADVENTURER DOES NOW

A Fighter is a trained combatant.

A Wizard studies arcane magic.

A Rogue relies on skill and precision.

A Cleric channels divine power.

But before becoming an adventurer, your character already had:

A LIFE

They may have studied in a temple.

They may have survived through crime.

They may have spent years researching ancient knowledge.

They may have served in an army.

That previous life is represented by:

YOUR BACKGROUND

A Background is part of your character's:

ORIGIN

and it provides real game mechanics.

It isn't merely a paragraph of character history.

Your Background affects:

ABILITY SCORES

A FEAT

SKILL PROFICIENCIES

TOOL PROFICIENCY

and:

STARTING EQUIPMENT

The SRD 5.2.1 contains four ready-to-use Backgrounds:

ACOLYTE

CRIMINAL

SAGE

and:

SOLDIER


PART ONE — WHAT IS A BACKGROUND?

A Background represents:

WHAT YOUR CHARACTER DID BEFORE BECOMING AN ADVENTURER

It helps answer questions such as:

WHAT DID YOU DO?

WHAT DID YOU LEARN?

WHAT SKILLS DID YOU PRACTICE?

WHAT TOOLS DID YOU USE?

WHAT EXPERIENCES SHAPED YOU?

The mechanical benefits of a Background represent some of that previous experience.


BACKGROUND IS NOT CLASS

This distinction is important.

Your:

CLASS

and your:

BACKGROUND

are separate choices.

You could create:

A FIGHTER ACOLYTE

A warrior who spent years in religious service.

Or:

A WIZARD SOLDIER

An arcane scholar who previously served in an army.

Or:

A PALADIN CRIMINAL

Someone whose life changed dramatically before taking up a sacred path.

Or:

A ROGUE SAGE

A highly educated expert who combines scholarship with precision and stealth.

The rules don't require a particular Background to be paired with a particular Class.


BACKGROUND DOES NOT DICTATE PERSONALITY

Choosing:

CRIMINAL

doesn't establish that your character must continue committing crimes.

Choosing:

SOLDIER

doesn't mean your character must still belong to an army.

Choosing:

ACOLYTE

doesn't by itself establish every detail of your character's beliefs.

The Background provides:

GAME TRAITS

and a foundation for:

CHARACTER HISTORY

You decide how that history fits the adventurer you are creating.


PART TWO — THE FIVE PARTS OF A BACKGROUND

Every Background in this section provides five mechanical elements:

1. ABILITY SCORES

2. FEAT

3. SKILL PROFICIENCIES

4. TOOL PROFICIENCY

5. EQUIPMENT

Let us examine each one.


PART THREE — BACKGROUND ABILITY SCORES

Every Background lists:

THREE ABILITY SCORES

You use those three scores to apply the Ability Score increases associated with your Background.

You have:

TWO OPTIONS


OPTION ONE

Increase:

ONE LISTED ABILITY BY +2

and:

A DIFFERENT LISTED ABILITY BY +1


EXAMPLE

Suppose your Background lists:

INTELLIGENCE

WISDOM

CHARISMA

You could choose:

Intelligence:

+2

Wisdom:

+1

Charisma:

+0


OPTION TWO

Increase:

ALL THREE LISTED ABILITIES BY +1


EXAMPLE

Using those same three abilities:

Intelligence:

+1

Wisdom:

+1

Charisma:

+1


IMPORTANT LIMIT

These increases can't raise an Ability Score above:

20


IMPORTANT — YOU USE ONLY THE LISTED ABILITIES

If a Background lists:

STRENGTH

DEXTERITY

CONSTITUTION

you can't use that Background's increases on:

INTELLIGENCE

WISDOM

or:

CHARISMA

The three abilities listed by the Background determine your available choices.


PART FOUR — YOUR BACKGROUND FEAT

Every Background grants:

ONE SPECIFIED ORIGIN FEAT

Origin Feats are Feats intended to be available as part of a character's origin.

The four SRD Backgrounds grant:

Acolyte

MAGIC INITIATE — CLERIC

Criminal

ALERT

Sage

MAGIC INITIATE — WIZARD

Soldier

SAVAGE ATTACKER


IMPORTANT

You don't choose freely among all Origin Feats when using one of these four Backgrounds.

Each Background states:

THE SPECIFIC FEAT IT PROVIDES

The complete mechanics of every Origin Feat will be taught later in:

LESSON 57

For now, the important concept is:

YOUR BACKGROUND GIVES YOU A FEAT

That means your character's previous life has a mechanical effect from:

LEVEL 1


PART FIVE — SKILL PROFICIENCIES

Every Background gives proficiency in:

TWO SPECIFIED SKILLS

These aren't choices within the four SRD Backgrounds.

Each Background tells you exactly which two skills you receive.


WHY PROFICIENCY MATTERS

When the GM determines that one of those skills is relevant to an Ability Check, your proficiency may allow you to add:

YOUR PROFICIENCY BONUS

to the check.

At levels 1–4, your Proficiency Bonus is:

+2


EXAMPLE

Suppose you have:

Wisdom modifier:

+3

Proficiency in:

INSIGHT

PB:

+2

A qualifying Wisdom (Insight) check would be:

d20 + 3 + 2

If the d20 result is:

12

then:

12 + 3 + 2 =

17


PART SIX — TOOL PROFICIENCY

Every Background also grants:

ONE TOOL PROFICIENCY

This may be a particular tool or, where the Background says so, a choice within a category.

The four SRD Backgrounds use:

CALLIGRAPHER'S SUPPLIES

THIEVES' TOOLS

or:

A GAMING SET

depending on the Background.

Tools will receive their complete treatment in:

LESSON 65

For now, remember:

TOOL PROFICIENCY REPRESENTS TRAINING

If a Tool Proficiency is relevant to an Ability Check, it can allow your:

PROFICIENCY BONUS

to apply according to the normal rules.


PART SEVEN — BACKGROUND EQUIPMENT

Every Background offers:

TWO EQUIPMENT OPTIONS


OPTION A

Take the Background's specified:

EQUIPMENT PACKAGE

This includes particular objects and some:

GP


OPTION B

Take:

50 GP

instead.


IMPORTANT

You choose:

A OR B

If you choose the package:

TAKE THE LISTED PACKAGE

If you choose:

50 GP

you can use that money according to the equipment rules to purchase what you need.


PART EIGHT — THE FOUR SRD BACKGROUNDS AT A GLANCE

Background Ability Scores Origin Feat Skills Tool
Acolyte Intelligence, Wisdom, Charisma Magic Initiate (Cleric) Insight, Religion Calligrapher's Supplies
Criminal Dexterity, Constitution, Intelligence Alert Sleight of Hand, Stealth Thieves' Tools
Sage Constitution, Intelligence, Wisdom Magic Initiate (Wizard) Arcana, History Calligrapher's Supplies
Soldier Strength, Dexterity, Constitution Savage Attacker Athletics, Intimidation One Gaming Set

Now we will examine each Background individually.


PART NINE — ACOLYTE

An Acolyte represents a character whose previous life involved:

RELIGIOUS SERVICE

The exact nature of that service is part of your character's story.

Mechanically, the Acolyte emphasizes:

MENTAL

SPIRITUAL

and:

SOCIAL ABILITIES


ACOLYTE — ABILITY SCORES

The three available Ability Scores are:

INTELLIGENCE

WISDOM

and:

CHARISMA

You can choose:

+2 TO ONE AND +1 TO ANOTHER

or:

+1 TO ALL THREE


ACOLYTE EXAMPLE ONE

Suppose you are building a:

CLERIC

and want to emphasize Wisdom.

You could choose:

Wisdom:

+2

Charisma:

+1

Intelligence:

+0


ACOLYTE EXAMPLE TWO

You could instead choose:

Intelligence:

+1

Wisdom:

+1

Charisma:

+1

This creates a more evenly distributed Background increase.


ACOLYTE — ORIGIN FEAT

The Acolyte receives:

MAGIC INITIATE — CLERIC

The exact mechanics of Magic Initiate will be covered in:

LESSON 57

The important point for this lesson is that:

THE FEAT IS PART OF THE BACKGROUND

You don't sacrifice a Class feature to receive it.


ACOLYTE — SKILL PROFICIENCIES

You gain:

INSIGHT

and:

RELIGION


INSIGHT

Insight commonly helps when trying to interpret things such as:

A CREATURE'S MOOD

INTENTIONS

or:

BEHAVIOR

depending on the situation and the GM's determination.


RELIGION

Religion represents training relevant to knowledge associated with subjects such as:

RELIGIOUS TRADITIONS

and related lore.

The exact ability used for a check depends on the check being called for.

Remember:

A SKILL IS NOT LOCKED TO ONE ABILITY IN EVERY POSSIBLE SITUATION

The GM determines the appropriate Ability Check.


ACOLYTE — TOOL PROFICIENCY

You gain proficiency with:

CALLIGRAPHER'S SUPPLIES


ACOLYTE — EQUIPMENT

Choose:

OPTION A

  • Calligrapher's Supplies

  • Book, prayers

  • Holy Symbol

  • Parchment, 10 sheets

  • Robe

  • 8 GP

or:

OPTION B

50 GP


ACOLYTE CHARACTER CONCEPT

Imagine:

ELYRA

She spent years serving in a remote temple before deciding to explore the wider world.

Her Background is:

ACOLYTE

Her Class doesn't need to be Cleric.

She could be:

A WIZARD

A FIGHTER

A PALADIN

or any other Class.

Her Background simply establishes the mechanical benefits and part of the history she brings into adventuring.


PART TEN — CRIMINAL

The Criminal Background represents a character whose past involved:

CRIMINAL ACTIVITY

Mechanically, it strongly supports:

AGILITY

STEALTH

QUICK REACTIONS

and:

THIEVERY


CRIMINAL — ABILITY SCORES

The three listed Ability Scores are:

DEXTERITY

CONSTITUTION

and:

INTELLIGENCE

You may choose:

+2 / +1

between two different scores,

or:

+1 / +1 / +1

to all three.


CRIMINAL EXAMPLE

Suppose you are creating a:

ROGUE

You might choose:

Dexterity:

+2

Constitution:

+1

Intelligence:

+0

This emphasizes:

AGILITY

and:

SURVIVABILITY

But this isn't mandatory.

A Criminal Wizard, for example, might instead prioritize:

INTELLIGENCE


CRIMINAL — ORIGIN FEAT

The Criminal receives:

ALERT

The complete rules for Alert will appear in:

LESSON 57


CRIMINAL — SKILL PROFICIENCIES

You gain proficiency in:

SLEIGHT OF HAND

and:

STEALTH


SLEIGHT OF HAND

This is useful when fine manual control or discreet manipulation is relevant.

Examples might include attempts involving:

PICKING A POCKET

or other precise manual actions when the GM calls for the skill.


STEALTH

Stealth is associated with attempts to:

MOVE QUIETLY

AVOID NOTICE

or:

HIDE

when the rules and circumstances permit it.

We have already studied the basic Hiding rules earlier in the course.


CRIMINAL — TOOL PROFICIENCY

You gain:

THIEVES' TOOLS

proficiency.

Thieves' Tools can be especially relevant to tasks such as:

PICKING LOCKS

and:

DISARMING TRAPS

when the appropriate rules call for them.


CRIMINAL — EQUIPMENT

Choose:

OPTION A

  • 2 Daggers

  • Thieves' Tools

  • Crowbar

  • 2 Pouches

  • Traveler's Clothes

  • 16 GP

or:

OPTION B

50 GP


CRIMINAL CHARACTER CONCEPT

Imagine:

KAEL

Kael spent his youth stealing from wealthy merchants.

Later, he abandoned that life and became:

A PALADIN

His Class represents:

WHAT HE IS NOW

His Criminal Background represents:

PART OF WHAT HE WAS BEFORE

The Background doesn't require him to continue behaving as a criminal.


PART ELEVEN — SAGE

The Sage represents a character whose previous life focused heavily on:

STUDY

RESEARCH

and:

KNOWLEDGE

Mechanically, the Background emphasizes:

INTELLIGENCE

while also offering:

CONSTITUTION

and:

WISDOM

as possible Ability Score increases.


SAGE — ABILITY SCORES

The available scores are:

CONSTITUTION

INTELLIGENCE

and:

WISDOM


SAGE EXAMPLE ONE

For a Wizard, you might choose:

Intelligence:

+2

Constitution:

+1

Wisdom:

+0


WHY CONSTITUTION?

A Wizard might value Constitution because it contributes to:

HIT POINTS

and can matter for:

CONCENTRATION SAVING THROWS


SAGE EXAMPLE TWO

A Druid Sage might instead choose:

Wisdom:

+2

Constitution:

+1


SAGE — ORIGIN FEAT

The Sage receives:

MAGIC INITIATE — WIZARD

The complete mechanics will be covered in:

LESSON 57


SAGE — SKILL PROFICIENCIES

You gain:

ARCANA

and:

HISTORY


ARCANA

Arcana represents training related to:

ARCANE KNOWLEDGE

and other magical subjects where the skill is relevant.


HISTORY

History represents training relevant to knowledge of:

PAST EVENTS

and related historical information.

As always, the GM determines when a proficiency applies to an Ability Check.


SAGE — TOOL PROFICIENCY

You gain proficiency with:

CALLIGRAPHER'S SUPPLIES


SAGE — EQUIPMENT

Choose:

OPTION A

  • Quarterstaff

  • Calligrapher's Supplies

  • Book, history

  • Parchment, 8 sheets

  • Robe

  • 8 GP

or:

OPTION B

50 GP


SAGE CHARACTER CONCEPT

Imagine:

THAMIOR

Before adventuring, he spent years studying:

ANCIENT CIVILIZATIONS

He eventually becomes a:

RANGER

His Sage Background doesn't turn him into a Wizard.

Instead, it represents his:

EDUCATION

His Ranger Class represents the abilities he develops as:

AN ADVENTURER


PART TWELVE — SOLDIER

The Soldier Background represents a character whose previous life involved:

MILITARY TRAINING

or another form of organized martial service.

Mechanically, it emphasizes the three physical Ability Scores:

STRENGTH

DEXTERITY

and:

CONSTITUTION


SOLDIER — ABILITY SCORES

Choose among:

STRENGTH

DEXTERITY

CONSTITUTION


SOLDIER EXAMPLE ONE — STRENGTH WARRIOR

Strength:

+2

Constitution:

+1

Dexterity:

+0

This might suit a character focusing on:

STRENGTH-BASED COMBAT


SOLDIER EXAMPLE TWO — DEXTERITY WARRIOR

Dexterity:

+2

Constitution:

+1

Strength:

+0

This could instead support a character using:

DEXTERITY

for many attacks and defenses.


SOLDIER EXAMPLE THREE — BALANCED

Strength:

+1

Dexterity:

+1

Constitution:

+1

All three physical abilities receive:

A SMALL INCREASE


SOLDIER — ORIGIN FEAT

The Soldier receives:

SAVAGE ATTACKER

The complete mechanics will be covered in:

LESSON 57


SOLDIER — SKILL PROFICIENCIES

You gain:

ATHLETICS

and:

INTIMIDATION


ATHLETICS

Athletics is commonly relevant to demanding physical tasks.

Examples can include situations involving:

CLIMBING

JUMPING

SWIMMING

or:

PHYSICAL FORCE

when the rules or GM call for Athletics.


INTIMIDATION

Intimidation can be relevant when attempting to influence another creature through:

THREATS

FORCEFUL PRESENCE

or similar behavior.

Remember that social interaction is still:

ROLE-PLAYED

The skill proficiency helps when the situation requires:

AN ABILITY CHECK

It doesn't automatically force another character or creature to obey you.


SOLDIER — TOOL PROFICIENCY

Choose:

ONE KIND OF GAMING SET

This is different from the first three Backgrounds.

You aren't given one predetermined specific Gaming Set.

You:

CHOOSE ONE KIND


SOLDIER — EQUIPMENT

Choose:

OPTION A

  • Spear

  • Shortbow

  • 20 Arrows

  • Gaming Set, the same kind chosen for your Tool Proficiency

  • Healer's Kit

  • Quiver

  • Traveler's Clothes

  • 14 GP

or:

OPTION B

50 GP


IMPORTANT CONNECTION

If you choose the equipment package, the Gaming Set in that package is:

THE SAME KIND

as the Gaming Set you selected for your:

TOOL PROFICIENCY


PART THIRTEEN — COMPLETE BACKGROUND COMPARISON

Feature Acolyte Criminal Sage Soldier
Ability 1 Intelligence Dexterity Constitution Strength
Ability 2 Wisdom Constitution Intelligence Dexterity
Ability 3 Charisma Intelligence Wisdom Constitution
Origin Feat Magic Initiate (Cleric) Alert Magic Initiate (Wizard) Savage Attacker
Skill 1 Insight Sleight of Hand Arcana Athletics
Skill 2 Religion Stealth History Intimidation
Tool Calligrapher's Supplies Thieves' Tools Calligrapher's Supplies One Gaming Set
Package GP 8 GP 16 GP 8 GP 14 GP
Alternative 50 GP 50 GP 50 GP 50 GP

PART FOURTEEN — BACKGROUND AND ABILITY SCORE STRATEGY

For a new player, a useful question is:

WHICH ABILITY DOES MY CLASS USE MOST?

For example:

A Wizard normally values:

INTELLIGENCE

A Cleric commonly values:

WISDOM

A Sorcerer uses:

CHARISMA

A Strength-focused Fighter might value:

STRENGTH

A Rogue commonly values:

DEXTERITY


THEN LOOK AT THE BACKGROUND

Does that Background include the ability you want to increase?


EXAMPLE — WIZARD + SAGE

Wizard Primary Ability:

INTELLIGENCE

Sage offers:

CONSTITUTION

INTELLIGENCE

WISDOM

So Intelligence can receive:

+2

This is mechanically straightforward.


EXAMPLE — WIZARD + CRIMINAL

Criminal also includes:

INTELLIGENCE

So a Wizard can perfectly well have:

CRIMINAL

as a Background.

You could choose:

Intelligence:

+2

Constitution:

+1

The story might be:

A former forger and thief discovers a talent for arcane study.


EXAMPLE — FIGHTER + SAGE

Perhaps your Fighter was once:

A HISTORIAN

before becoming an adventurer.

Sage doesn't list Strength or Dexterity.

That means the Sage's Background Ability Score increases can't increase those abilities.

This is an actual:

MECHANICAL TRADE-OFF

But it doesn't make the combination illegal.


STORY AND MECHANICS

When choosing a Background, you are therefore considering both:

CHARACTER STORY

and:

GAME MECHANICS

Neither element needs to erase the other.


PART FIFTEEN — BACKGROUND AND CLASS PROFICIENCIES

A Background can grant Skill Proficiencies that complement your Class.


EXAMPLE — ROGUE + CRIMINAL

Rogue may already have access to:

STEALTH

and:

SLEIGHT OF HAND

from its Class skill choices.

Criminal grants both automatically.

When creating the character, you should therefore pay attention to:

OVERLAPPING PROFICIENCIES

The character-creation rules explain how proficiency choices interact.

The important practical lesson is:

CHECK YOUR BACKGROUND BEFORE FINALIZING CLASS SKILL CHOICES

so you understand what your character receives from each source.


PART SIXTEEN — BACKGROUND AND YOUR CHARACTER STORY

The mechanics give you a framework.

You provide:

THE STORY

For example:


ACOLYTE

Perhaps you:

  • served in a remote sanctuary

  • copied sacred texts

  • studied religious history

  • assisted pilgrims

  • left the temple to investigate a mystery

These are:

STORY IDEAS

not additional Background rules.


CRIMINAL

Perhaps you:

  • worked as a thief

  • smuggled goods

  • forged documents

  • served as a lookout

  • escaped a criminal organization

Again:

THESE ARE NARRATIVE EXAMPLES

They don't grant extra mechanical benefits.


SAGE

Perhaps you:

  • studied in a library

  • worked for a scholar

  • researched ancient civilizations

  • copied manuscripts

  • investigated magical phenomena

These help explain the Background but don't modify its listed mechanics.


SOLDIER

Perhaps you:

  • served as an infantry soldier

  • guarded a frontier

  • worked as a military scout

  • trained recruits

  • survived a war

The Background still gives exactly the traits listed by:

THE SRD


PART SEVENTEEN — BACKGROUND DOES NOT CONTROL YOUR FUTURE

A Background answers:

WHERE DID YOU COME FROM?

It doesn't answer:

WHERE MUST YOU GO?

A Criminal might become:

A HERO

A Soldier might reject warfare.

An Acolyte might leave their temple.

A Sage might abandon academic life to explore dangerous ruins personally.

This distinction is important for role-playing.

The Background is:

A FOUNDATION

not:

A PRISON


PART EIGHTEEN — A COMPLETE EXAMPLE

Let us create the origin portion of a new character.

Her name is:

LYRA

We decide she spent years researching lost ruins before becoming an adventurer.

Choose:

SAGE


STEP 1 — ABILITY SCORES

Sage offers:

CONSTITUTION

INTELLIGENCE

WISDOM

Lyra will become a Wizard.

We choose:

Intelligence:

+2

Constitution:

+1


STEP 2 — ORIGIN FEAT

Sage automatically gives:

MAGIC INITIATE — WIZARD

We record it.

We don't replace it with another Background Feat.


STEP 3 — SKILLS

Sage gives:

ARCANA

and:

HISTORY

Lyra is now proficient in both.


STEP 4 — TOOL

She gains proficiency with:

CALLIGRAPHER'S SUPPLIES


STEP 5 — EQUIPMENT

We choose:

OPTION A

Lyra receives:

  • Quarterstaff

  • Calligrapher's Supplies

  • Book, history

  • Parchment, 8 sheets

  • Robe

  • 8 GP

Her Background is now mechanically complete.


WHAT DIDN'T THE BACKGROUND DECIDE?

It didn't decide:

HER CLASS

We chose Wizard separately.

It didn't decide:

HER SPECIES

That comes from another part of her origin.

It didn't decide:

HER PERSONALITY

We decide that ourselves.

It didn't dictate every event in:

HER HISTORY

Those details belong to the character's story.


PART NINETEEN — THE FOUR BACKGROUNDS AS ARCHETYPES

A useful beginner shorthand is:

Acolyte

FAITH AND RELIGIOUS SERVICE

Criminal

STEALTH AND UNDERWORLD EXPERIENCE

Sage

STUDY AND SCHOLARSHIP

Soldier

MILITARY EXPERIENCE

But remember:

THESE ARE BROAD THEMES

The actual game rules are the specific traits listed in the Background.


PART TWENTY — CUSTOM BACKGROUNDS

The SRD also contains rules for:

CREATING A BACKGROUND

Those rules appear later in the:

GAMEPLAY TOOLBOX

They allow backgrounds tailored to:

A CAMPAIGN

A WORLD

or:

A CHARACTER CONCEPT

We aren't using those rules yet.

They will receive their own complete lesson in:

LESSON 92 — CUSTOM BACKGROUNDS

For the present lesson, the four standard SRD Backgrounds are:

ACOLYTE

CRIMINAL

SAGE

and:

SOLDIER


AT THE TABLE

Most Background decisions happen during:

CHARACTER CREATION

Once play begins, their effects are already part of your character.

Your Background might affect an Ability Check because it gave you:

A SKILL PROFICIENCY

or:

A TOOL PROFICIENCY

Your Background might affect combat or exploration because it gave you:

AN ORIGIN FEAT

Your Background equipment gives you items you may use during the adventure.

And your Background provides story material that can help you decide:

HOW YOUR CHARACTER REACTS TO THE WORLD


EXAMPLE — BACKGROUND IN PLAY

A locked door blocks the party.

The Criminal has:

THIEVES' TOOLS PROFICIENCY

The GM decides a check with Thieves' Tools is appropriate.

The character may add their:

PROFICIENCY BONUS

if the normal proficiency rules apply.

Later, the group finds an ancient religious inscription.

The Acolyte has:

RELIGION PROFICIENCY

If the GM calls for an appropriate check where Religion applies, that proficiency can help.

The Background therefore continues to matter:

AFTER CHARACTER CREATION


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING A BACKGROUND IS ONLY ROLE-PLAYING FLAVOR

It isn't.

A Background provides:

ABILITY SCORE INCREASES

AN ORIGIN FEAT

TWO SKILL PROFICIENCIES

ONE TOOL PROFICIENCY

and:

STARTING EQUIPMENT


MISTAKE 2 — THINKING YOUR BACKGROUND MUST MATCH YOUR CLASS

It doesn't.

Any Class can potentially use any of these Backgrounds.


MISTAKE 3 — THINKING A CRIMINAL CHARACTER MUST REMAIN A CRIMINAL

The Background represents:

YOUR PAST

It doesn't dictate your future behavior.


MISTAKE 4 — INCREASING ANY ABILITY SCORE YOU WANT

You must use the:

THREE ABILITIES LISTED BY THE BACKGROUND


MISTAKE 5 — PUTTING +2 AND +1 INTO THE SAME ABILITY

The rule says:

+2 TO ONE

and:

+1 TO ANOTHER

They are different abilities.


MISTAKE 6 — THINKING THE ONLY DISTRIBUTION IS +2 AND +1

You may instead choose:

+1 TO ALL THREE LISTED ABILITIES


MISTAKE 7 — USING THE BACKGROUND TO RAISE AN ABILITY ABOVE 20

These increases can't raise a score beyond:

20


MISTAKE 8 — CHOOSING ANY ORIGIN FEAT WITH A STANDARD BACKGROUND

Each of these Backgrounds provides:

A SPECIFIED ORIGIN FEAT


MISTAKE 9 — CHOOSING DIFFERENT SKILLS

The four standard SRD Backgrounds list:

SPECIFIC SKILL PROFICIENCIES


MISTAKE 10 — THINKING ACOLYTE PROVIDES MEDICINE

Acolyte provides:

INSIGHT

and:

RELIGION


MISTAKE 11 — THINKING CRIMINAL AUTOMATICALLY GIVES DECEPTION

Criminal provides:

SLEIGHT OF HAND

and:

STEALTH


MISTAKE 12 — THINKING SAGE PROVIDES INVESTIGATION

The standard Sage Background provides:

ARCANA

and:

HISTORY


MISTAKE 13 — THINKING SOLDIER PROVIDES WEAPON PROFICIENCY

The Soldier Background's listed proficiencies are:

ATHLETICS

INTIMIDATION

and:

ONE GAMING SET

Weapon proficiencies come from other rules, such as your:

CLASS


MISTAKE 14 — THINKING SOLDIER'S GAMING SET IS PREDETERMINED

You choose:

ONE KIND OF GAMING SET


MISTAKE 15 — TAKING THE EQUIPMENT PACKAGE AND AN EXTRA 50 GP

You choose:

PACKAGE

or:

50 GP

not both.


MISTAKE 16 — THINKING EVERY BACKGROUND PACKAGE CONTAINS THE SAME AMOUNT OF GP

They don't.

Acolyte

8 GP

Criminal

16 GP

Sage

8 GP

Soldier

14 GP

The alternative for each is:

50 GP


MISTAKE 17 — THINKING TOOL PROFICIENCY MEANS AUTOMATIC SUCCESS

It doesn't.

When a check is required, the normal:

D20 TEST RULES

still apply.

Proficiency generally means you can add:

YOUR PROFICIENCY BONUS

when the proficiency is relevant.


MISTAKE 18 — TREATING NARRATIVE EXAMPLES AS EXTRA RULES

If we say a Sage might have worked in:

AN ANCIENT LIBRARY

that is:

AN EXAMPLE

It doesn't grant extra mechanics.

Only the Background traits listed in the SRD are:

RULES


QUICK RECAP

A Background represents:

YOUR LIFE BEFORE ADVENTURING

Every standard SRD Background provides:

THREE ABILITY SCORE OPTIONS

ONE ORIGIN FEAT

TWO SKILL PROFICIENCIES

ONE TOOL PROFICIENCY

and:

STARTING EQUIPMENT


ABILITY SCORE CHOICE

Choose either:

+2 TO ONE AND +1 TO ANOTHER

or:

+1 TO ALL THREE

from the Background's listed Ability Scores.

No increase can raise a score above:

20


ACOLYTE

Abilities:

INTELLIGENCE

WISDOM

CHARISMA

Feat:

MAGIC INITIATE — CLERIC

Skills:

INSIGHT

RELIGION

Tool:

CALLIGRAPHER'S SUPPLIES


CRIMINAL

Abilities:

DEXTERITY

CONSTITUTION

INTELLIGENCE

Feat:

ALERT

Skills:

SLEIGHT OF HAND

STEALTH

Tool:

THIEVES' TOOLS


SAGE

Abilities:

CONSTITUTION

INTELLIGENCE

WISDOM

Feat:

MAGIC INITIATE — WIZARD

Skills:

ARCANA

HISTORY

Tool:

CALLIGRAPHER'S SUPPLIES


SOLDIER

Abilities:

STRENGTH

DEXTERITY

CONSTITUTION

Feat:

SAVAGE ATTACKER

Skills:

ATHLETICS

INTIMIDATION

Tool:

ONE GAMING SET


PRIME HERO CHALLENGE

You are creating a character who spent years as a military scout before becoming an adventurer.

You choose:

SOLDIER

Your starting Ability Scores before applying the Background include:

Strength:

12

Dexterity:

15

Constitution:

14

You want the character to emphasize Dexterity while also becoming tougher.

Which legal Background increases would best accomplish that?


ANSWER

Choose:

Dexterity:

+2

Constitution:

+1

New scores:

Dexterity:

15 + 2 =

17

Constitution:

14 + 1 =

15

Strength remains:

12

The Soldier Background also gives:

SAVAGE ATTACKER

ATHLETICS

INTIMIDATION

and proficiency with:

ONE GAMING SET

plus your choice of:

THE SOLDIER EQUIPMENT PACKAGE

or:

50 GP


LESSON 51 — KEY TAKEAWAYS

Your Class describes much of:

WHAT YOU DO AS AN ADVENTURER

Your Background describes:

WHAT YOU DID BEFORE ADVENTURING

But a Background is more than story.

It directly influences your character through:

ABILITY SCORES

FEAT

SKILLS

TOOLS

and:

EQUIPMENT

The four SRD Backgrounds provide four different foundations:

ACOLYTE — FAITH

CRIMINAL — STEALTH

SAGE — SCHOLARSHIP

SOLDIER — MILITARY EXPERIENCE

But none of them determines:

WHO YOUR CHARACTER MUST BECOME

They establish:

WHERE THE JOURNEY BEGAN

The adventure determines:

WHERE IT GOES NEXT


NEXT LESSON

LESSON 52 — CHARACTER SPECIES: GENERAL RULES AND HOW SPECIES WORK

Background answers:

WHAT DID YOU DO BEFORE BECOMING AN ADVENTURER?

The next part of Character Origins answers a different question:

WHAT KIND OF PERSON ARE YOU?

Lesson 52 will introduce the general rules for:

CHARACTER SPECIES

including how Species provide game traits and how to understand elements such as:

CREATURE TYPE

SIZE

SPEED

LIFE SPAN

and:

SPECIES TRAITS

before we begin examining the individual species in detail.

After that:

LESSON 53

will begin the individual Species with:

DRAGONBORN

DWARF

and:

ELF


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.