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.