Secret Lesson 92
Creating a Custom Background
Lesson 91 began the:
GAMEPLAY TOOLBOX
with advanced travel.
Now we move to a completely different Game Master tool:
CREATING A BACKGROUND
Earlier, in Lesson 51, you learned the four complete backgrounds provided in the SRD 5.2.1:
ACOLYTE
CRIMINAL
SAGE
and:
SOLDIER
Those backgrounds represent what a character did before becoming an adventurer.
But a campaign might contain cultures, professions, organizations, or character concepts that aren't represented perfectly by those four options.
The Gameplay Toolbox therefore gives a structured method for creating:
A NEW BACKGROUND
or:
CUSTOMIZING AN EXISTING BACKGROUND
The purpose isn't to invent arbitrary bonuses.
The SRD gives you a specific framework consisting of:
THREE ABILITIES
ONE ORIGIN FEAT
TWO SKILL PROFICIENCIES
ONE TOOL PROFICIENCY
and:
AN EQUIPMENT PACKAGE WORTH 50 GP
By the end of this lesson, you will be able to design a background that fits a character's story while remaining inside the mechanical structure established by the SRD 5.2.1.
PART ONE: WHAT A BACKGROUND REPRESENTS
A background represents:
WHAT THE CHARACTER DID BEFORE BECOMING AN ADVENTURER
It can reflect things such as:
AN OCCUPATION
A WAY OF LIFE
A FORM OF TRAINING
A SOCIAL ROLE
A RELIGIOUS CALLING
A PROFESSIONAL PRACTICE
or:
A PARTICULAR PART OF THE CAMPAIGN WORLD
The SRD specifically explains that creating or customizing a background can help reflect:
THE THEME OF THE CAMPAIGN
ELEMENTS OF THE WORLD
or:
THE STORY A PLAYER HAS IN MIND FOR A CHARACTER
The background therefore connects:
STORY
with:
GAME MECHANICS
EXAMPLE
Imagine a character who spent years guiding caravans across dangerous frontiers.
There is no SRD background called:
FRONTIER GUIDE
But the Gameplay Toolbox allows the GM to create one using:
THE SAME BACKGROUND STRUCTURE
rather than inventing an entirely new subsystem.
PART TWO: THE FIVE STEP FRAMEWORK
Creating a background uses five steps.
STEP 1
Choose:
THREE ABILITIES
STEP 2
Choose:
ONE ORIGIN FEAT
STEP 3
Choose:
TWO SKILL PROFICIENCIES
STEP 4
Choose:
ONE TOOL PROFICIENCY
STEP 5
Create:
AN EQUIPMENT PACKAGE WORTH 50 GP
including any:
UNSPENT GOLD
The equipment package can't include:
MARTIAL WEAPONS
or:
ARMOR
That is the entire mechanical skeleton.
The story can be as imaginative as your campaign requires.
The mechanical structure remains:
FIVE DEFINED CHOICES
PART THREE: STEP 1, CHOOSE THREE ABILITIES
Choose three abilities that make sense for the background.
The SRD provides guidance for matching abilities to different kinds of past experience.
STRENGTH OR DEXTERITY
These are especially appropriate for backgrounds involving:
PHYSICAL EXERTION
Examples might include:
LABOR
ATHLETIC TRAINING
HUNTING
SCOUTING
MANUAL CRAFT
or another physically demanding life.
These examples are narrative illustrations.
They do not create new mechanical rules.
CONSTITUTION
Constitution is particularly appropriate for backgrounds involving:
ENDURANCE
or:
LONG HOURS OF ACTIVITY
A character accustomed to exhausting work or harsh conditions might reasonably have Constitution among the background's three abilities.
INTELLIGENCE OR WISDOM
One or both are particularly appropriate for:
CEREBRAL
or:
SPIRITUAL
backgrounds.
Examples could include study, observation, scholarship, religious training, wilderness experience, or contemplative traditions.
Again, those are examples.
The actual SRD rule is simply to choose:
THREE APPROPRIATE ABILITIES
CHARISMA
Charisma is particularly appropriate for a background involving:
PERFORMANCE
or:
SOCIAL INTERACTION
A negotiator, entertainer, diplomat, public speaker, or similar character concept might reasonably include Charisma.
PART FOUR: YOU ARE NOT REQUIRED TO CHOOSE ONE ABILITY FROM EACH GROUP
The SRD does not tell you to choose:
ONE PHYSICAL
ONE MENTAL
and:
ONE SOCIAL
ability.
It says:
CHOOSE THREE ABILITIES THAT SEEM APPROPRIATE
So these are all potentially valid structures if the background concept supports them:
STRENGTH, DEXTERITY, CONSTITUTION
or:
CONSTITUTION, INTELLIGENCE, WISDOM
or:
INTELLIGENCE, WISDOM, CHARISMA
or another appropriate group of three.
The guidance explains:
WHY AN ABILITY MIGHT FIT
It doesn't create a mandatory formula.
PART FIVE: HOW THE BACKGROUND ABILITY INCREASE WORKS
Remember the general background rule from Character Origins.
A background lists:
THREE ABILITIES
When applying that background, increase those abilities in one of two ways.
OPTION 1
Increase one listed ability by:
PLUS 2
and a different listed ability by:
PLUS 1
OPTION 2
Increase all three listed abilities by:
PLUS 1 EACH
None of these increases can raise an Ability Score above:
20
EXAMPLE
Custom background abilities:
DEXTERITY
CONSTITUTION
WISDOM
You might choose:
Dexterity:
PLUS 2
Wisdom:
PLUS 1
Constitution:
NO INCREASE
Or:
Dexterity:
PLUS 1
Constitution:
PLUS 1
Wisdom:
PLUS 1
Both use the ordinary background Ability Score rules.
IMPORTANT
Choosing three background abilities does not mean:
ALL THREE AUTOMATICALLY RECEIVE PLUS 2
It also doesn't give:
THREE FREE ABILITY SCORE INCREASES OF ANY SIZE
The normal background increase rule still applies.
PART SIX: STEP 2, CHOOSE AN ORIGIN FEAT
Next choose:
ONE FEAT FROM THE ORIGIN CATEGORY
This category requirement matters.
You aren't told:
CHOOSE ANY FEAT
You are specifically told:
CHOOSE AN ORIGIN FEAT
The SRD 5.2.1 provides four Origin Feats:
ALERT
MAGIC INITIATE
SAVAGE ATTACKER
and:
SKILLED
ALERT
Alert represents strong readiness and awareness in dangerous situations.
Its actual mechanical benefits were covered in Lesson 57.
The important point here is:
ALERT IS AN ELIGIBLE ORIGIN FEAT
MAGIC INITIATE
Magic Initiate can represent a background that involved some magical instruction.
When selecting it, follow the complete feat rules from Lesson 57.
The background itself does not create:
NEW SPELLS
or:
A NEW SPELL LIST
It grants:
THE EXISTING MAGIC INITIATE FEAT
and that feat determines the mechanics.
SAVAGE ATTACKER
Savage Attacker can fit a background involving significant weapon training.
Again, use:
THE ACTUAL FEAT
Do not add extra weapon bonuses because the background sounds martial.
SKILLED
Skilled grants additional proficiencies according to:
THE FEAT'S OWN RULES
A background based around broad practical training might use it.
IMPORTANT
The custom background receives:
ONE ORIGIN FEAT
It does not receive:
ONE ORIGIN FEAT PLUS AN EXTRA CUSTOM FEATURE
unless some other rule independently grants something.
The SRD background framework already tells you what belongs in this slot.
PART SEVEN: A BACKGROUND FEAT IS NOT A GENERAL FEAT
Suppose you want to give the background:
GRAPPLER
Can you simply choose it because it sounds appropriate?
NO
Grappler belongs to:
THE GENERAL FEAT CATEGORY
The custom background rule specifically requires:
AN ORIGIN FEAT
The same principle applies to:
FIGHTING STYLE FEATS
and:
EPIC BOON FEATS
They are not interchangeable with the Origin category.
PART EIGHT: STEP 3, CHOOSE TWO SKILL PROFICIENCIES
Choose:
TWO SKILLS
appropriate for the background.
This choice reflects what the character learned to do during their previous life.
EXAMPLES
A wilderness focused background might reasonably use:
SURVIVAL
and:
PERCEPTION
A scholarly background might use:
ARCANA
and:
HISTORY
A social background might use:
PERSUASION
and:
INSIGHT
These are examples of possible thematic combinations.
The SRD rule gives you the freedom to choose:
TWO APPROPRIATE SKILLS
PART NINE: THE SKILLS DO NOT HAVE TO MATCH THE THREE ABILITIES
This is an explicit SRD rule.
There does not need to be a relationship between:
THE SKILL PROFICIENCIES
and:
THE ABILITIES THE BACKGROUND INCREASES
This is important because a background is intended to represent:
A BROAD LIFE EXPERIENCE
rather than a perfectly optimized mechanical package.
EXAMPLE
A background chooses:
STRENGTH
CONSTITUTION
CHARISMA
as its abilities.
Could its skills be:
RELIGION
and:
INSIGHT?
YES
The SRD doesn't require those skills to correspond directly to the chosen three abilities.
COMMON BEGINNER ASSUMPTION
A player might think:
“IF I CHOOSE STRENGTH, I HAVE TO TAKE ATHLETICS.”
That is:
NOT A RULE
Athletics might make thematic sense.
But the custom background rules don't require it.
PART TEN: STEP 4, CHOOSE ONE TOOL PROFICIENCY
Choose:
ONE TOOL
that was used in the practice of the background or is commonly associated with it.
Examples from the SRD's tool system include:
HERBALISM KIT
NAVIGATOR'S TOOLS
THIEVES' TOOLS
FORGERY KIT
DISGUISE KIT
ARTISAN'S TOOLS
MUSICAL INSTRUMENTS
and:
GAMING SETS
depending on the background concept.
EXAMPLE
A character who spent years guiding ships might reasonably have proficiency with:
NAVIGATOR'S TOOLS
A performer might use:
A MUSICAL INSTRUMENT
A herbal healer might use:
HERBALISM KIT
A professional scribe might use:
CALLIGRAPHER'S SUPPLIES
The tool should make sense for:
WHAT THE CHARACTER ACTUALLY DID
PART ELEVEN: TOOL PROFICIENCY IS NOT OWNERSHIP
Choosing:
NAVIGATOR'S TOOLS PROFICIENCY
does not automatically mean:
THE CHARACTER OWNS NAVIGATOR'S TOOLS
The proficiency and the physical item are:
DIFFERENT THINGS
If you want the character to begin with that tool, you can include it in the:
50 GP EQUIPMENT PACKAGE
if the cost permits.
This distinction was established when we studied Tools in Lesson 65.
PART TWELVE: STEP 5, CREATE THE EQUIPMENT PACKAGE
The final step is to assemble:
AN EQUIPMENT PACKAGE WORTH 50 GP
The 50 GP total includes:
UNSPENT GOLD
So you don't have to spend every coin.
EXAMPLE
Suppose your chosen equipment costs:
34 GP
You can include:
16 GP UNSPENT
Total:
34 + 16 =
50 GP
THE PACKAGE CAN'T INCLUDE MARTIAL WEAPONS OR ARMOR
This restriction is explicit.
Do not include:
MARTIAL WEAPONS
or:
ARMOR
The SRD explains that characters receive those through:
THEIR CLASS CHOICES
SIMPLE WEAPONS
Notice what the rule actually forbids:
MARTIAL WEAPONS
It doesn't say:
ALL WEAPONS
So a Simple weapon can be included if it fits the background and the 50 GP budget.
For example, the SRD lists a Dagger as a Simple Melee weapon costing:
2 GP
PART THIRTEEN: EQUIPMENT MUST FIT INSIDE THE BUDGET
The equipment package isn't:
50 GP PLUS WHATEVER EQUIPMENT YOU WANT
The package's total value is:
50 GP
including:
THE GOLD LEFT OVER
WRONG EXAMPLE
Equipment:
50 GP OF ITEMS
plus:
20 GP
Total:
70 GP
That exceeds the custom background framework.
CORRECT EXAMPLE
Equipment:
37 GP OF ITEMS
plus:
13 GP
Total:
50 GP
PART FOURTEEN: THE STANDARD BACKGROUND STRUCTURE STILL MATTERS
Remember the general definition of a background.
A background includes:
THREE ABILITY SCORES
A SPECIFIED ORIGIN FEAT
TWO SPECIFIED SKILL PROFICIENCIES
ONE TOOL PROFICIENCY
and:
EQUIPMENT
The standard background descriptions also offer:
AN EQUIPMENT PACKAGE
or:
50 GP
The Gameplay Toolbox explains how to construct the custom version of those same pieces.
So you are not creating:
A NEW CHARACTER SUBSYSTEM
You are constructing:
A NEW BACKGROUND USING THE EXISTING BACKGROUND SUBSYSTEM
PART FIFTEEN: WHAT A CUSTOM BACKGROUND DOES NOT AUTOMATICALLY GIVE
The custom background procedure does not tell you to add:
EXTRA HIT POINTS
ARMOR TRAINING
WEAPON MASTERY
SPELL SLOTS
CLASS FEATURES
DAMAGE RESISTANCE
A UNIQUE SPECIAL POWER
or:
AN EXTRA FEAT
Those would require:
ANOTHER RULE
The custom background itself contains only the components specified by:
THE FIVE STEP FRAMEWORK
This is an important rule design lesson.
A narrative concept doesn't automatically justify:
AN EXTRA MECHANICAL BONUS
PART SIXTEEN: STORY FREEDOM DOES NOT REQUIRE NEW MECHANICS
Imagine a background called:
DRAGON TEMPLE INITIATE
Its story might say the character:
STUDIED ANCIENT DRAGON LORE
TRAINED IN A MOUNTAIN MONASTERY
GUARDED SACRED TEXTS
and:
LEARNED CEREMONIAL DISCIPLINE
None of those story elements automatically creates:
DRAGON DAMAGE
FIRE RESISTANCE
SPELLCASTING
or:
A SPECIAL COMBAT ACTION
Instead, represent that story through the established background pieces.
For example:
Abilities:
STRENGTH
WISDOM
CHARISMA
Feat:
ALERT
Skills:
ATHLETICS
RELIGION
Tool:
CALLIGRAPHER'S SUPPLIES
Then build a legal 50 GP equipment package.
The name and history are:
NARRATIVE
The five mechanical components are:
RULES
That distinction allows enormous creative freedom without inventing unsupported mechanics.
PART SEVENTEEN: COMPLETE WORKED EXAMPLE
Now we will build a background from beginning to end.
This background is:
AN ORIGINAL EXAMPLE
It is not one of the four published SRD background descriptions.
Its mechanics use the SRD 5.2.1 custom background rules.
FRONTIER GUIDE
The character spent years leading travelers through dangerous wilderness, reading maps, noticing hazards, finding routes, and surviving far from civilization.
STEP 1: CHOOSE THREE ABILITIES
We choose:
DEXTERITY
CONSTITUTION
WISDOM
Why?
Dexterity represents:
PHYSICAL AGILITY
Constitution represents:
ENDURANCE
Wisdom represents:
AWARENESS AND WILDERNESS EXPERIENCE
This reasoning is:
AN EXAMPLE
The actual rule simply requires three appropriate abilities.
STEP 2: CHOOSE AN ORIGIN FEAT
Choose:
ALERT
This fits a guide accustomed to noticing danger quickly.
Alert is an actual:
SRD 5.2.1 ORIGIN FEAT
STEP 3: CHOOSE TWO SKILLS
Choose:
PERCEPTION
and:
SURVIVAL
These represent noticing danger and navigating the wilderness.
STEP 4: CHOOSE ONE TOOL
Choose:
NAVIGATOR'S TOOLS
Navigator's Tools cost:
25 GP
and can be used for such tasks as plotting a course or determining position by the stars according to their tool entry.
STEP 5: CREATE THE 50 GP PACKAGE
We choose:
Navigator's Tools:
25 GP
Explorer's Pack:
10 GP
Traveler's Clothes:
2 GP
Dagger:
2 GP
Map:
1 GP
Unspent gold:
10 GP
Now calculate:
25 + 10 + 2 + 2 + 1 + 10 =
50 GP
The relevant equipment prices are found in the SRD Equipment section.
The Dagger is:
A SIMPLE WEAPON
so it doesn't violate the custom background prohibition against:
MARTIAL WEAPONS
The package contains:
NO ARMOR
Therefore the package fits the custom background equipment framework.
PART EIGHTEEN: FINISHED FRONTIER GUIDE
The completed example is:
FRONTIER GUIDE
Abilities:
DEXTERITY, CONSTITUTION, WISDOM
Origin Feat:
ALERT
Skill Proficiencies:
PERCEPTION, SURVIVAL
Tool Proficiency:
NAVIGATOR'S TOOLS
Equipment:
NAVIGATOR'S TOOLS
EXPLORER'S PACK
TRAVELER'S CLOTHES
DAGGER
MAP
10 GP
That is a complete custom background.
Nothing else needs to be invented mechanically.
PART NINETEEN: APPLYING THE ABILITY INCREASES
Now imagine a character chooses Frontier Guide.
Before the background increases:
Dexterity:
15
Constitution:
13
Wisdom:
14
The background lists:
DEXTERITY
CONSTITUTION
WISDOM
The player could choose:
Dexterity:
15 + 2 =
17
Wisdom:
14 + 1 =
15
Constitution remains:
13
Or choose:
Dexterity:
15 + 1 =
16
Constitution:
13 + 1 =
14
Wisdom:
14 + 1 =
15
Both are valid ways to apply the standard:
BACKGROUND ABILITY SCORE INCREASE
PART TWENTY: A SECOND QUICK EXAMPLE
Consider an original background called:
TRAVELING PERFORMER
Again, this is:
AN EXAMPLE
not an additional published SRD background.
A possible legal framework could be:
Abilities:
DEXTERITY
WISDOM
CHARISMA
Origin Feat:
SKILLED
Skill Proficiencies:
ACROBATICS
PERFORMANCE
Tool Proficiency:
FLUTE
The SRD lists the Flute as a Musical Instrument costing:
2 GP
The equipment package would then be built to a total value of:
50 GP
without Martial weapons or armor.
Notice that we didn't invent:
AUDIENCE CONTROL
FREE SPELLCASTING
SPECIAL INCOME
or:
MAGICAL MUSIC
The background remains inside the:
STANDARD SRD FRAMEWORK
PART TWENTY ONE: A THIRD QUICK EXAMPLE
Consider:
TEMPLE SCHOLAR
Possible abilities:
INTELLIGENCE
WISDOM
CHARISMA
Origin Feat:
MAGIC INITIATE
Skills:
HISTORY
RELIGION
Tool:
CALLIGRAPHER'S SUPPLIES
Again:
THIS IS AN ORIGINAL EXAMPLE
The mechanics are assembled from existing SRD components.
The background's story could be completely unique to a campaign.
Its mechanics remain:
STANDARDIZED
PART TWENTY TWO: BACKGROUND AND CLASS ARE DIFFERENT
A background represents:
WHAT YOU DID BEFORE ADVENTURING
A Class represents:
YOUR ADVENTURING CAPABILITIES AND PROGRESSION
Do not turn a background into:
A MINI CLASS
EXAMPLE
A former soldier background might explain:
MILITARY TRAINING
But it doesn't automatically grant:
EXTRA ATTACK
That is a Class feature when a Class says so.
A temple scholar might have studied magic.
That doesn't automatically grant:
WIZARD SPELLCASTING
If you choose Magic Initiate, it grants only:
WHAT MAGIC INITIATE ACTUALLY SAYS
The distinction protects both:
CHARACTER IDENTITY
and:
RULES CLARITY
PART TWENTY THREE: BACKGROUND AND SPECIES ARE DIFFERENT
A background is not your:
SPECIES
Species gives the traits associated with your character's:
FORM OF SAPIENT LIFE
Background represents:
THE FORMATIVE LIFE YOU LIVED BEFORE ADVENTURING
A Dwarf, Human, Elf, Orc, Tiefling, or any other available SRD species could potentially share:
THE SAME BACKGROUND
if that background makes sense in the campaign.
EXAMPLE
Two characters might both have:
FRONTIER GUIDE
One could be:
HUMAN
Another:
ORC
The background mechanics can be the same.
Their Species traits remain:
DIFFERENT
PART TWENTY FOUR: BACKGROUND AND PERSONALITY ARE DIFFERENT
The background tells you something about:
YOUR HISTORY
It doesn't completely dictate:
YOUR PERSONALITY
Two Soldiers could be:
COMPLETELY DIFFERENT PEOPLE
One might be disciplined and honorable.
Another might hate military authority after a terrible war.
Both can still use:
SOLDIER
Likewise, two characters using the same custom background don't need identical:
BELIEFS
GOALS
ALIGNMENTS
or:
PERSONALITIES
The mechanical background is:
A FOUNDATION
not the entirety of the character.
PART TWENTY FIVE: USING CUSTOM BACKGROUNDS AS A GM TOOL
Because this procedure appears in the:
GAMEPLAY TOOLBOX
it is particularly useful when the GM wants backgrounds tailored to:
THE CAMPAIGN WORLD
Suppose a campaign contains a major organization of:
DESERT CARAVAN GUIDES
The GM could create one standardized background for characters raised in that tradition.
Another campaign might feature:
ARCANE ACADEMIES
NAVAL EXPLORERS
ROYAL MESSENGERS
MOUNTAIN CLANS
or:
TEMPLE SCRIBES
Each could receive its own background using:
THE SAME FIVE STEPS
The lore changes.
The rules framework stays:
CONSISTENT
PART TWENTY SIX: CUSTOMIZING AN EXISTING BACKGROUND
The SRD also explicitly mentions:
CUSTOMIZING AN EXISTING BACKGROUND
That means the GM doesn't always need to begin from:
A BLANK PAGE
Suppose:
SAGE
is almost right for the campaign concept.
You can use the custom background framework to create a version that reflects:
THE PARTICULAR THEME
rather than inventing an entirely unrelated system.
The key is that the finished background still follows:
THREE ABILITIES
ONE ORIGIN FEAT
TWO SKILLS
ONE TOOL
50 GP EQUIPMENT PACKAGE
PART TWENTY SEVEN: THE FRAMEWORK IS THE LIMIT
A useful practical way to think about custom backgrounds is:
STORY CAN EXPAND
while:
MECHANICAL SLOTS STAY FIXED
For example, the story might say:
“YOU WERE RAISED IN A FORTRESS AT THE EDGE OF THE WORLD AND TRAINED TO GUIDE PILGRIMS THROUGH MONSTER HAUNTED PASSES.”
That sounds elaborate.
Mechanically it might still be only:
Abilities:
STRENGTH, CONSTITUTION, WISDOM
Feat:
ALERT
Skills:
ATHLETICS, SURVIVAL
Tool:
NAVIGATOR'S TOOLS
Equipment:
50 GP PACKAGE
That is enough.
You don't need to add another rule for every sentence of:
BACKSTORY
PART TWENTY EIGHT: COMMON BEGINNER MISTAKES
MISTAKE 1: CHOOSING FOUR ABILITIES
A custom background chooses:
THREE
MISTAKE 2: CHOOSING ONLY TWO ABILITIES
Again:
EXACTLY THREE
MISTAKE 3: THINKING ALL THREE ABILITIES GET PLUS 2
The actual increase is either:
PLUS 2 TO ONE AND PLUS 1 TO ANOTHER
or:
PLUS 1 TO ALL THREE
MISTAKE 4: RAISING AN ABILITY ABOVE 20 THROUGH THE BACKGROUND
The background increases:
CAN'T DO THAT
MISTAKE 5: CHOOSING ANY FEAT
The feat must come from:
THE ORIGIN CATEGORY
MISTAKE 6: CHOOSING A GENERAL FEAT SUCH AS GRAPPLER
Not valid for this slot.
The background specifically grants:
AN ORIGIN FEAT
MISTAKE 7: INVENTING A NEW FEAT BECAUSE THE BACKGROUND NEEDS ONE
The SRD procedure says:
CHOOSE ONE ORIGIN FEAT
Use a qualifying feat.
MISTAKE 8: GIVING THREE SKILL PROFICIENCIES
The background gives:
TWO
If the character gains additional skills from another feature such as Skilled, that is:
A SEPARATE RULE
MISTAKE 9: FORCING SKILLS TO MATCH THE THREE ABILITIES
The SRD explicitly says:
THEY DON'T NEED TO MATCH
MISTAKE 10: CHOOSING MULTIPLE TOOL PROFICIENCIES
The background's tool slot gives:
ONE TOOL PROFICIENCY
Other features might grant more separately.
MISTAKE 11: CONFUSING TOOL PROFICIENCY WITH OWNING THE TOOL
They are:
DIFFERENT
MISTAKE 12: SPENDING 50 GP AND THEN ADDING EXTRA GOLD
The equipment package total is:
50 GP INCLUDING UNSPENT GOLD
MISTAKE 13: INCLUDING A MARTIAL WEAPON
The custom equipment package says:
DON'T INCLUDE MARTIAL WEAPONS
MISTAKE 14: INCLUDING ARMOR
The custom package says:
DON'T INCLUDE ARMOR
MISTAKE 15: THINKING NO WEAPONS ARE ALLOWED
The restriction is specifically against:
MARTIAL WEAPONS
A Simple weapon can fit the framework if the budget and concept support it.
MISTAKE 16: ADDING A SPECIAL BACKGROUND POWER
The five step procedure does not grant:
AN EXTRA UNIQUE FEATURE
MISTAKE 17: GIVING SPELLCASTING JUST BECAUSE THE BACKGROUND WAS MAGICAL
If magical training is represented through:
MAGIC INITIATE
then use:
MAGIC INITIATE'S ACTUAL RULES
The background name itself doesn't grant spellcasting.
MISTAKE 18: GIVING ARMOR TRAINING BECAUSE THE CHARACTER USED TO BE A GUARD
Armor Training must come from:
A RULE THAT GRANTS IT
The custom background procedure does not.
MISTAKE 19: GIVING WEAPON MASTERY BECAUSE THE BACKGROUND WAS MARTIAL
Weapon Mastery must also come from:
A RULE THAT GRANTS IT
MISTAKE 20: TREATING THE BACKGROUND LIKE A SECOND CLASS
Background:
PRE ADVENTURING LIFE
Class:
ADVENTURING PROGRESSION
They serve different purposes.
MISTAKE 21: THINKING THE BACKGROUND MUST DETERMINE PERSONALITY
It doesn't.
It describes:
FORMATIVE HISTORY
not every aspect of the character.
MISTAKE 22: THINKING A CUSTOM BACKGROUND IS AUTOMATICALLY HOME BREWED MECHANICS
The SRD itself provides:
A CUSTOM BACKGROUND CREATION FRAMEWORK
A background created strictly with those rules is using:
THE SRD GAMEPLAY TOOLBOX PROCEDURE
The name and story can be original while the mechanical structure remains entirely SRD based.
QUICK RECAP
A custom background represents:
WHAT THE CHARACTER DID BEFORE BECOMING AN ADVENTURER
To build one:
STEP 1
Choose:
THREE APPROPRIATE ABILITIES
Then the normal background Ability Score rule allows:
PLUS 2 AND PLUS 1
or:
PLUS 1 TO ALL THREE
Maximum:
20
STEP 2
Choose:
ONE ORIGIN FEAT
The SRD Origin Feats are:
ALERT
MAGIC INITIATE
SAVAGE ATTACKER
SKILLED
STEP 3
Choose:
TWO SKILL PROFICIENCIES
They:
DON'T HAVE TO MATCH THE THREE ABILITIES
STEP 4
Choose:
ONE TOOL PROFICIENCY
appropriate to the background.
STEP 5
Build:
A 50 GP EQUIPMENT PACKAGE
including:
UNSPENT GOLD
Do not include:
MARTIAL WEAPONS
or:
ARMOR
The finished background therefore has:
THREE ABILITIES
ONE ORIGIN FEAT
TWO SKILLS
ONE TOOL
ONE 50 GP EQUIPMENT PACKAGE
That is the SRD 5.2.1 framework.
PRIME HERO CHALLENGE
You are the GM.
A player tells you:
“MY CHARACTER GREW UP AS A WILDERNESS COURIER, CARRYING MESSAGES BETWEEN REMOTE SETTLEMENTS.”
Build the background.
CHALLENGE 1: ABILITIES
Choose three appropriate abilities.
One reasonable example:
DEXTERITY
CONSTITUTION
WISDOM
Is this the only legal answer?
NO
The rule requires:
THREE APPROPRIATE ABILITIES
Different choices could be justified by a different interpretation of the background.
CHALLENGE 2: ORIGIN FEAT
The player wants:
ALERT
Eligible?
YES
Alert is:
AN ORIGIN FEAT
CHALLENGE 3: GENERAL FEAT
The player instead wants:
GRAPPLER
Eligible for the background feat slot?
NO
It is not an:
ORIGIN FEAT
CHALLENGE 4: SKILLS
Choose:
SURVIVAL
and:
PERCEPTION
Legal?
YES
Two appropriate skills.
CHALLENGE 5: TOOL
Choose:
NAVIGATOR'S TOOLS
Legal?
YES
It is an appropriate tool for the concept.
CHALLENGE 6: EQUIPMENT
The player selects:
Navigator's Tools:
25 GP
Explorer's Pack:
10 GP
Traveler's Clothes:
2 GP
Dagger:
2 GP
Map:
1 GP
How much gold remains?
25 + 10 + 2 + 2 + 1 =
40 GP
50 minus 40 =
10 GP
Final package:
50 GP TOTAL
CHALLENGE 7: MARTIAL WEAPON
The player wants to replace the Dagger with a:
LONGSWORD
Can the custom background package contain it?
NO
The Longsword is a:
MARTIAL WEAPON
and the custom equipment rule prohibits Martial weapons.
CHALLENGE 8: ABILITY INCREASE
Background abilities:
DEXTERITY
CONSTITUTION
WISDOM
Player chooses:
Dexterity:
PLUS 2
Wisdom:
PLUS 1
Legal?
YES
CHALLENGE 9
Player instead chooses:
Dexterity:
PLUS 2
Constitution:
PLUS 2
Wisdom:
PLUS 2
Legal?
NO
That exceeds the normal background increase structure.
CHALLENGE 10: EXTRA FEATURE
The player says:
“BECAUSE I WAS A COURIER, I SHOULD ALSO GET PLUS 10 FEET OF SPEED.”
Does the custom background procedure grant that?
NO
The background can tell that story.
But:
NO SRD RULE IN THIS PROCEDURE GRANTS THAT SPEED BONUS
That would require:
A DIFFERENT RULE
LESSON 92: KEY TAKEAWAYS
Creating a custom background is one of the clearest examples of how the SRD 5.2.1 combines:
CREATIVE FREEDOM
with:
MECHANICAL STRUCTURE
The Game Master can create a background that fits almost any campaign culture, profession, organization, or character history without inventing an entirely new rules system.
Remember:
A BACKGROUND REPRESENTS THE CHARACTER'S FORMATIVE LIFE BEFORE ADVENTURING
CUSTOM BACKGROUNDS ARE EXPLICITLY SUPPORTED BY THE GAMEPLAY TOOLBOX
CHOOSE THREE APPROPRIATE ABILITIES
THE BACKGROUND INCREASE IS PLUS 2 AND PLUS 1, OR PLUS 1 TO ALL THREE
BACKGROUND INCREASES CAN'T RAISE A SCORE ABOVE 20
CHOOSE EXACTLY ONE ORIGIN FEAT
THE SRD ORIGIN FEATS ARE ALERT, MAGIC INITIATE, SAVAGE ATTACKER, AND SKILLED
CHOOSE TWO APPROPRIATE SKILL PROFICIENCIES
THE SKILLS DON'T NEED TO MATCH THE THREE BACKGROUND ABILITIES
CHOOSE ONE APPROPRIATE TOOL PROFICIENCY
TOOL PROFICIENCY AND TOOL OWNERSHIP ARE DIFFERENT
BUILD AN EQUIPMENT PACKAGE WORTH 50 GP INCLUDING UNSPENT GOLD
DON'T INCLUDE MARTIAL WEAPONS OR ARMOR IN THAT PACKAGE
A CUSTOM BACKGROUND DOESN'T AUTOMATICALLY GRANT EXTRA CLASS FEATURES, SPELLCASTING, ARMOR TRAINING, WEAPON MASTERY, OR UNIQUE POWERS
THE STORY CAN BE COMPLETELY ORIGINAL
while:
THE MECHANICS REMAIN WITHIN THE SRD FRAMEWORK
The fundamental design principle is simple:
CREATE THE STORY YOU WANT
then express that story through:
THE RULES THAT ACTUALLY EXIST
NEXT LESSON
LESSON 93: CURSES AND MAGICAL CONTAGIONS
The next Gameplay Toolbox lesson moves into a far darker area of Game Master design:
CURSES
and:
MAGICAL CONTAGIONS
We will examine how the SRD 5.2.1 handles concepts such as:
BESTOW CURSE AS A POWER BENCHMARK
CURSED CREATURES
CURSED MAGIC ITEMS
NARRATIVE CURSES
ENVIRONMENTAL CURSES
DEMONIC POSSESSION
and:
CONTAGIOUS MAGICAL EFFECTS
The key question will no longer be:
“WHO WAS THIS CHARACTER BEFORE THE ADVENTURE?”
It will become:
“WHAT HAPPENS WHEN SUPERNATURAL EVIL CHANGES THE RULES OF THEIR LIFE?”
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.