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    Confidential information of Wizards of the Coast LLC.Do not distribute.

    D&D Next Playtest: Backgrounds 2012 Wizards 1

    BackgroundsEvery story has a beginning, and your backgroundreveals where your character came from, how he orshe became an adventurer, and your charactersplace in the world. Your fighter might have been acourageous knight or a grizzled soldier. Your wizard could have been a sage or a witch. Yourrogue might have gotten by as a thief orcommanded audiences as a demagogue.

    Your background is one of four key decisions youmake about your character, providing you withimportant cues about his or her identity. Inaddition, your background provides you withseveral benefits that aid you in your adventures andalso gives you a suggested equipment package thatgoes further to reflect your characters past.

    SkillsEach background grants training in three skills. Askill reflects an area of expertise within anassociated ability. When you attempt a task oraction that involves a skill in which you are trained, you use your skill modifier in place of your abilitymodifier.

    Training: A skill has an underlying ability. Yourmodifier when making checks using that skillequals 3 + the ability modifier associated with the

    skill.If you already have training in a skill and wouldgain training in that skill again (for example, a skillgranted by both your class and background), youinstead choose a different skill in which youbecome trained.

    Improving Skills: As you gain levels, you alsogain the ability to improve your skills and gaintraining in new skills. At 2nd level, and at everyeven-numbered level thereafter, you can increasethe bonus granted by one of your skills by 1 (to amaximum of +7).

    How Do I Use My Skills?During play, you describe what your character isdoing and, if the Dungeon Master deems it necessary,you make a check using the ability the DM specifies.Since skills point to specific tasks, you simply useyour skill modifier in place of the ability modifierwhen making these checks to perform these tasks.For example, if you describe you would move silentlypast the orc sentries, the DM might call for a

    Dexterity check. In this case, you make a check usingyour Dexterity modifier. If you have the Stealth skill,however, you use your Stealth modifier in place ofyour Dexterity modifier since Stealth covers tasksrelated to hiding and move silently.

    As a player, its up to you to describe clearly theaction that youre trying to take. You can incorporatethe use of skills in your task description: Drawing onmy knowledge of Forbidden Lore, I study the strangeglyph. If the DM calls for a check, you just use thatskill, without needing to reference the ability as well.Or, if your DM calls for a check in a situation whereyou havent specified a skill, you can offer up thecheck total with the skill: I rolled a 16, or a 19 if myIntimidate skill applies. Clear descriptions help yourDM realize your intentions and adjudicate the checkin a way that both makes sense in the context of agame, and that gives you the chance to takeadvantage of your characters aptitude.

    TraitsBackgrounds also provide you with a trait. A trait isa special ability that describes something you cando, or something you can expect, related to yourcharacters place in the world. Typically, traits areexceptional, and the description of each trait

    explains how they function in the game.

    Equipment PackagesEach background also provides an equipmentpackage. If you take the equipment package, youmust also take the equipment package granted by your class. Or you can forgo taking the equipmentpackages and instead take 150 gp, with which youpurchase your starting equipment.

    Sample BackgroundsMost adventurers have one of the followingbackgrounds.

    Artisan You apprenticed under an artisan until you learnedenough to strike out on your own. You have theskills needed to create finished items from rawmaterials. Additionally, you are well connected to

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    D&D Next Playtest: Backgrounds 2012 Wizards 2

    other artisans in your same field, perhaps as amember of a guild of artisans, and have learned todeal with colleagues and customers alike in goodfaith.

    When you choose this background, choose aprofession that is known for its craftsmanship, or

    roll to determine your particular craft.

    1. Blacksmith2. Bowyer or fletcher3. Brewer4. Calligrapher5. Carpenter6. Cartographer7. Cook8. Goldsmith/Silversmith9. Jeweler10. Painter11. Potter12. Weaver

    Your trait and some of your skills will depend on your particular profession.

    Skills: Diplomacy, Local Lore, and ProfessionalLore.

    TraitItem Crafting: You can craft nonmagicalobjects related to your craft by expending rawmaterials equal to one-half of the market price ofthat item. The object you create can be as plain orornate as you choose, even replicating down to thesmallest detail the look of other similar items that you have seen before. Your DM determines thetime taken to craft the object, based on thecomplexity of the object, and may ask for a check todetermine the overall quality of the object youcreated. (Your Professional Lore skill benefits youon this check.)

    From time to time, individuals may seek you outto have you craft such an object for them. As yourreputation spreads, more prominent individualsmay demand your services.

    Suggested Equipment: Tool kit (appropriate to your craft), mirror, autographed or otherwisemarked masterwork of well-known artisan

    (appropriate to your craft), work clothes, 39 gp, and5sp.

    Bounty Hunter You tracked down and captured fugitives for thebounty placed on their heads. You might have worked on the frontier, where you hunted outlaws,or maybe you sniffed out thieves and othercriminals in the citys underworld.

    Skills: Spot, Stealth, and Streetwise.TraitBounty Board: When you are in an area

    of civilization, you can find and take on bounties,allowing you to legally hunt down and capture orkill the subjects of those bounties. Additionally, as alegally recognized bounty hunter, sometimes the

    authorities will come to you with bounty huntingneeds. When you attempt to locate the subject of your

    bounty, if you fail to locate that quarry yourself, youalways know where to go and from whom to obtaininformation on that quarrys whereabouts. Usuallythis comes in the form of contacts you havecultivated on past hunts.

    Suggested Equipment: Mask, collection ofWanted broadsheets, two sets of manacles, lock ofhair from previous or current bounty, commonclothing, 45 gp, and 5 sp.

    Charlatan You can talk your way out of almost any situationand know the right things to say to get theinformation you seek. Youre a swindler, and theuse of deception to get your way comes to you asnaturally as others tell the truth. You think of yourself as a confidence artist; you can pull off shortand long cons, and in a pinch, peddle snake oil.

    Skills: Bluff, Insight, and Sleight of Hand.TraitFalse Identity: You have a second

    identity that includes documentation, establishedacquaintances, and disguises that allow you to

    assume a second persona. Additionally, you canforge documents and create disguises (typically anIntelligence check is required).

    Suggested Equipment: Two sets of clothes(common and noble), a disguise kit, ten stoppered vials filled with colored water, a set of weighteddice, playing cards, a signet ring of an imaginaryduke, 29 gp, and 5 sp.

    Commoner You were a member of the commoner social rank, working as a farmer, servant, or as a laborer. Whilenot as glorious as other backgrounds, you find iteasy to blend in wherever you go and have a sort offolksy wisdom that can sometimes help you out of a jam.

    When you choose this background, choose aprofession that is found among the common folk, orroll to determine your particular craft.

    1. Farmer2. Fisher

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    D&D Next Playtest: Backgrounds 2012 Wizards 3

    3. Innkeeper4. Merchant5. Messenger6. Sailor7. Servant8. Stable master

    9. Wagon master10. Woodsman

    Your trait and some of your skills will depend on your particular profession.

    Skills: Animal Handling, Local Lore, andProfessional Lore.

    TraitHearth and Home: You own a home anda small patch of land. Some of your home or land isdedicated to the practice of your profession. Yourhome and its adornments are consistent with acommoners lifestyle, and are comfortable but notlavish. Typically, your home and land are located inthe same region you chose for your Local Lore skill. Additionally, you have one helper who can run yourbusiness in your absence.

    Suggested Equipment: Common clothes, ironpot, spade, flask of rotgut, wagon, draft horse withhalter and harness, grooming kit for horses, feed(seven days), a kit with tools required to perform in your chosen profession, 14 gp, and 4 sp.

    Knight You have successfully completed your training as asquire and earned yourself the title of knight. Your

    title carries many responsibilities, and you areexpected to behave in a chivalrous manner, protectthe innocent, and mete justice across the land. Youmight be sworn to a noble house or be a wanderingknight, questing for some prize or glory.

    Skills: Animal Handling, Diplomacy, andHeraldic Lore.

    TraitKnights Station: When you are in alocation where there is nobility or other groups that would recognize your station as a knight, you canexpect to receive accommodations and food for freefor yourself and your adventuring companions forthe duration of your stay.

    Suggested Equipment: Lance, token ofaffection, signet ring, sealing wax, travelers clothes,32 gp, and 5 sp.

    Noble You come from a family who currently or at onetime had wealth, power, and influence.

    Skills: Diplomacy, Heraldic Lore, and SocietalLore.

    TraitRetainers: You are a member of a noblehouse and have the service of three retainers loyalto your family. These retainers can be squires,attendants, errand boys, messengers, or even amajordomo. Your retainers can perform mundanetasks for you, but they do not fight for you and will

    leave if they are frequently endangered or abused.Suggested Equipment: Fine clothing, signetring, sealing wax, scroll of pedigree, a pocketclockwork that (roughly) measures time, 29 gp, and5 sp.

    Priest You have pledged your life to serve a god, pantheonof gods, or philosophy. You represent your chosenpower in the mortal world, working to advance thepowers aims, spread its teachings, and makeconverts of those you meet.

    When you choose this background, select a deity. Your knowledge and experience is drawn from your time as a priest in the service of that god.

    Skills: Diplomacy, Insight, and Religious Lore.TraitTemple Services: You belong to a specific

    temple dedicated to your chosen deity. You have aresidence there, and you can perform religiousceremonies and offer sermons drawn from thesacred teachings of your faith. While near yourtemple, you can call upon acolytes and fellowpriests for assistance, provided the assistance youask for is not hazardous.

    Additionally, when you are in a location that has

    a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, andreligious services for yourself and your adventuringcompanions from others aligned with your faith.

    Suggested Equipment: Holy symbol, one flaskof holy water, ink, ink pen, ten sheets of paper, vestments, 3 gp, 9 sp, and 8 cp.

    Sage You spent many years learning the lore of the world. You have scoured manuscripts, studiedscrolls, and listened to the greatest experts on thesubjects that interest you. Your efforts have made you a true master in the fields you have studied.

    Skills: Choose three from the followingForbidden Lore, Geographical Lore, Heraldic Lore,Historical Lore, Local Lore, Magical Lore, NaturalLore, Planar Lore, Religious Lore, Societal Lore,Underdark Lore, and Undead Lore.

    TraitResearcher: When you attempt to learnor recall a piece of lore, if you do not know thatinformation, you always know where and from

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    Skill Descriptions The skills here are some of the most common in thegame. Each skill name is followed by the name ofthe ability that is associated with the skill.

    Animal HandlingCharisma

    You can use Animal Handling whenever you wouldcare for, feed, and attend animals. You might makechecks to teach a natural beast some tricks, calmdown a beast, or domesticate a wild animal.Examples of when you would use Animal Handlinginclude driving a team of horses, teaching a dog toguard, or riding a horse. Animal Handling is likeDiplomacy in many respects, except that you use it with beasts, where you use Diplomacy with

    intelligent creatures.

    BluffCharisma

    You can use Bluff whenever you attempt to deceivesomeone, either verbally or through your actions. This can encompass everything from usingambiguity to mislead others to telling outright lies. You usually use the skill in situations when you aretrying to do things such as fast-talk a guard, con amerchant, earn money through gambling, pass off adisguise, dull someones suspicions with falseassurances, or maintain a straight face while tellinga blatant lie. This skill is the domain of the liar andthe trickster, and it comes into play in situations when you attempt to make what is true seem false,and when you make what is false seem true.

    DiplomacyCharisma

    You use Diplomacy whenever you would attempt toinfluence someone or a group of people with yourtact, subtlety, social graces, or good nature.

    Typically, you use this skill when you areattempting to persuade someone and are acting ingood faith; you might use this skill to fosterfriendships, make cordial requests, or exhibitproper etiquette and decorum. Training in this skillmeans that you know how to negotiate with andinfluence others, you have knowledge of the formalrules of conduct (including social expectations andproper forms of address), and you can give the right

    impression of yourself. Examples of when youmight use Diplomacy include persuading thechamberlain to let you see the king, negotiatingpeace between warring barbarian tribes, inspiring acrowd of onlookers, or convincing the ogre magesthat have captured you and your friends to ransom

    you back to your allies instead of tearing your limbsoff.

    Find and Remove Traps Intelligence

    You can use Find and Remove Traps to detect,identify, and then disarm or jam a trap. You canalso use this skill when attempting to prevent a trapfrom triggering, or to disarm a trap entirely. To gainthe benefits of this skill, you must possess thievestools or other implements meant for disabling traps.

    Forbidden Lore Intelligence

    You can use Forbidden Lore to recall informationabout the occult, the weird, and the forbiddenincluding alien creatures, powerful entities fromlesser known planes, and unnatural phenomena. Typically, this applies only to knowledge that couldbe considered taboo to most academia; this mightinclude knowledge about summoning fiends oropening portals to the Far Realm, though generalknowledge about the magic used by demons would

    still fall under Magical Lore.

    Geographical Lore Intelligence

    You can use Geographical Lore to determine if youknow something about lands, terrain, navigation,and climate. You can use this lore skill to identifylandmarks, determine the traits of the landscape,and find your way safely through hazardous naturalareas. Geographical lore typically applies only toaboveground environs.

    Heraldic Lore Intelligence

    You can use Heraldic Lore to recall informationpertaining to the lineages, heraldry, customs, familytrees, mottoes, crests, personality, and etiquetterelated to royalty and nobility. This skill also can beused when recalling knowledge about the actions

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    and personal histories of nobility and royalty,including scandals and other notable deeds.

    Historical Lore Intelligence

    You can use Historical Lore to determine if youknow something about royalty, wars, colonies,migrations, and founding of cities. Historical lorecovers a broad swath of topics, mostly relating tothe civilizations of the world and the events of agespast. Historical lore usually applies only to thenations and peoples of the past, but can provide thesame kind of information as Societal Lore aboutthose fallen civilizations. Additionally, HistoricalLore can cover events of historical significance,particularly those that had long-lastingrepercussions.

    InsightWisdom

    You use Insight whenever you attempt todetermine the true intentions of another person,such as when searching out a lie or predicting theirnext move. You can use this skill in situations where you believe someone is deceiving you and wish tolearn the truth, and using it usually involvesgleaning clues from body language, speech habits,and changes in mannerisms. You also make Insightchecks to comprehend motives, read between the

    lines, resolve ambiguities, detect the subtleties of aninteraction, and decipher the moods and attitudesof someone with whom you are interacting.

    IntimidateCharisma

    You use Intimidate in situations where you attemptto persuade someone through overt threats, hostileactions, and deadly influence. You make Intimidatechecks when you try to bully or threaten someone,both with words and with threats of physical violence. Examples of when you would useIntimidate include trying to pry information out of aprisoner, convincing street thugs to back downfrom a confrontation, or convincing a sneering vizier to reconsider a decision with threats and abroken bottle.

    Local Lore Intelligence

    You can use Local Lore to recall information abouta city or other small region with which you arefamiliar. You use this skill when you would answera question related to folklore, legends, personalities,inhabitants, laws, and traditions within a region youselect. When you gain training in this skill, you

    should choose a region with your DMs assistance. As your skill increases, your DM can allow this skillto apply to checks related to knowledge of otherregions. Local Lore differs from Societal Lore in thatit covers a smaller region, but also provides moredetailed information about the events andindividuals of that region.

    Magical Lore Intelligence

    You can use Magical Lore to recall knowledgeabout magic-related lore and magical effects,including spells, magic items, arcane runes, magicsymbols, ancient mysteries, and magic traditions.Most often this skill is used in conjunction withattempts to recall knowledge of arcane or divinemagic.

    Natural Lore Intelligence

    You can use Natural Lore to recall knowledge aboutthe natural world, including naturally occurringplants and animals, the weather, the seasons, and

    natural cycles. This includes knowledge of terrain,climate, the habits of natural creatures, identifyingplants and animals by sight or tracks, and othernatural phenomenon.

    Open Locks Dexterity

    You use Open Locks whenever you would unlock amechanical lock using a method other than thelocks key. You use this skill when making checks topick padlocks, finesse combination locks, or solvepuzzle locks. To gain the benefits of this skill, youmust possess thieves tools or another implementmeant for opening locks.

    Planar Lore Intelligence

    You can use Planar Lore to determine yourknowledge of the known planes and theirinhabitants. You can use this skill to identify the

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    traits and histories of various planes, and to gatherinformation about the activities, attitudes, and traitsof otherworldly creatures. Planar Lore is much likea combination of Geographical Lore and SocietalLore, but only relating to the planes.

    Professional Lore Intelligence

    Your profession makes you an expert in the lorerelated to your field of professional expertise. Youuse this skill on any check related to knowledge ofprofessional techniques, information about masterartisans in that field, the quality and value of toolsand crafted objects, and the history and culturalorigins of objects related to your profession.

    Religious Lore Intelligence

    You can use Religious Lore to recall knowledgeabout religions, gods and goddesses, mythic history,ecclesiastical traditions, and holy symbols. Youmake checks using this skill when attempting toremember information related to divine powers,their domains, their followers, and the histories oftheir holy orders.

    Sleight of Hand Dexterity

    You use Sleight of Hand whenever you attempt anact of legerdemain or manual trickery, such aspalming an object, picking a pocket, or plantingsomething on someone else. You use this skill inassociation with physical deceptions, usually madeto conceal something on your person (whetherconcealing it as you try to hide it, or keeping it outof sight long enough for you to plant it on someoneelse). You can also use this skill to draw small weapons without alerting anyone that you havedone so, such as when palming a knife or slidingdarts out of your sleeve.

    Societal Lore Intelligence

    You can use Societal Lore to recall informationabout cultures and societies and to see if you knowsomething about people, customs, laws, andtraditions. You can use this skill in situations where you attempt to determine the correct etiquette andcustoms when interacting with a foreign or esoteric

    culture. Societal Lore differs from Local Lore in thatSocietal Lore typically offers information aboutcultures other than those in which you were raised.

    SpotWisdom

    You use Spot whenever you make a check to noticeclues, detect secret doors, spot imminent danger,listen for sounds behind a closed door, or locatehidden objects. Typically, you use Spot in situationsin which your general perceptiveness andawareness would apply; the skill helps you not onlyavoid surprises and ambushes, but also covers theamount of information you glean from a quick scanof the area around you. You can apply this skillsbenefits whenever you attempt to spot a hiddencreature (see the How to Play document).

    Stealth Dexterity

    You use Stealth whenever you make a check tohide, sneak, or perform an act secretively. You gainthe benefits of this skill when you make checks toconceal yourself from enemies, slink past guards,slip away without being noticed, or sneak up onsomeone without being seen or heard. You canapply this skills benefits whenever you take theHide action (see the How to Play document).

    StreetwiseCharisma

    You use Streetwise whenever you would attempt tomake contacts in a civilized area, find out localgossip, participate in rumormongering, or collectgeneral information from the locals. You also usethis skill in situations where you are trying tonavigate a citys locales, discover who is powerful orinfluential within a settlement, identify the attitudesand general disposition of the populace, and figureout where to go to get what you need and whichsections of the settlement to avoid.

    SurvivalWisdom

    You use Survival in situations related to survivingrugged environments away from civilization. Youcan use this skill to hunt wild game, guide a partysafely through frozen wastelands, identify signs thatowlbears live nearby, or avoid quicksand and other

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