Background Traits
This section details traits that a character has acquired before the start of their adventure. These traits can result from life experiences.
For traits related to ancestry, check Lineage Traits at the end of this section.
Note: In the SRD 5.2, these are often found as species traits or basic class features. Most have been integrated with a few tweaks, but some have been discarded or repurposed as Talents to ensure balancing.
Alert
Cost: 2 BP
You gain the following benefits:
- Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
- At The Ready. Unless you suffer from the Incapacitated condition, you cannot be surprised when you roll Initiative.
Armor Training: Light
Cost: 1 BP
You can wear Light Armor effectively.
Additionally, you have a Padded Armor or a 5 GP discount to purchase a different Light Armor.
Armor Training: Medium
Prerequisites: Armor Training: Light
Cost: 1 BP
You can wear Medium Armor effectively.
Additionally, you have a Hide Armor or a 10 GP discount to purchase a different Medium Armor.
Armor Training: Heavy
Prerequisites: Armor Training: Medium
Cost: 1 BP
You can wear Heavy Armor effectively.
Additionally, you have a Ring Mail or a 30 GP discount to purchase a different Heavy Armor.
Condition Resistance
Cost: Variable, see table
Repeatable: Yes
Choose one condition from the table below. You have Advantage on saving throws you make to avoid or end a condition of your choice.
Condition | Cost |
---|---|
Blinded | 2 BP |
Charmed | 1 BP |
Deafened | 1 BP |
Frightened | 1 BP |
Paralyzed | 3 BP |
Poisoned | 1 BP |
Stunned | 3 BP |
Damage Resistance
Cost: 2 BP
Repeatable: Yes
You have resitance to a damage type you choose among: Acid, Cold, Fire, Lighining, Necrotic or Poison.
Fatebender
Cost: 1 BP
You gain a Fatebending Roll whenever you finish a Long Rest.
Innate Magic
Cost: 2 BP
Repeatable: Only once, and you must choose a different School of Magic.
Choose one School of Magic.
From your chosen school, you learn (of your choice):
Character Level | Benefit |
---|---|
Level 1 | One Cantrip |
Level 2 | One Tier 1 spell you can cast once per Long Rest without spending EP |
Level 4 | One Tier 2 spell you can cast once per Long Rest without spending EP |
Spells learned through this trait are always Prepared and cannot be swapped for other spells.
Luck
Cost: 3 BP
When you roll a 1 on the d20 of a D20 Test, you can choose to reroll the die, and you must use the new roll.
Nimble
Requirements: Your size must be Small
Cost: 1 BP
You can move through the space of any entity that is one size larger than you without the space being considered Difficult Terrain. If the entity is your ally, you can suspend your movement to perform an Action or Bonus action. You must end your movement in an unoccupied space, or fall Prone.
Powerful Build
Cost: 1 BP
You gain the following benefits:
- You have Advantage on any ability check you make to end the Grappled condition.
- You count as one size larger when determining your carrying capacity.
Polyglot
Cost: 1 BP
Repeatable: Yes
You learn either:
- 3 Standard languages of your choice
- 2 Rare languages of your choice
You can get the gist of a conversation in a language you don't know if you Concentrate and listen to it for at least 1 minute. Roll an Intelligence check against a:
- DC 12, if the language is Standard
- DC 18, if the language is Rare
On a success, you are able to interpret simple concepts behind what is being said.
Resilience
Cost: Variable
Repeatable: No, but upgradable for cost difference
Choose one of the following effects:
- Mens Sana (Cost: 1 BP). You have proficiency on Wisdom saving throws.
- Corpore Sano (Cost: 1 BP). You have proficiency on Constitution saving throws.
- Mens Sana in Corpore Sano (Cost: 3 BP). You have proficiency on both Wisdom and Constitution saving throws. When upgrading from one of the options above, you spend 2 BP instead of 3.
Savage Attacker
Cost: 2 BP
You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target (i.e. you have Advantage on that damage roll).
Shield Training
Cost: 1 BP
You can hold Shields effectively.
Skilled
Cost: 2 BP
Repeatable: Yes
You gain proficiency in any combination of three skills or tools of your choice.
Strider
Requirements: Your size must be Medium
Cost: 2 BP
Your Speed increases by 5 feet (1.5 m).
Tough
Cost: 1 BP
Your Hit Point maximum increases by 5 plus your level, and it increases by 1 whenever you gain a level.
Weapon Training
Cost: 1 BP
You are proficient with Martial Weapons.
Choose one Martial Weapon from those available in the SRD 5.2 or permitted by your GM.
Lineage Traits
Lineage traits are background traits related to one's ancestry. You can acquire them using Background Points, but you may have at most two.
Breath Weapon
Cost: 2 BP
Choose a damage type among: Acid, Cold, Fire, Lighining or Poison.
You gain the following attack:
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each entity in that area must make a Constitution saving throw (DC 8 plus twice your Proficiency Bonus). On a failed save, an entity takes 1d10 damage of the type you chose when buying this trait. On a successful save, an entity takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Darkvision
Cost: Variable, see table
You have Darkvision with a range of your choice among:
Darkvision Range | Cost |
---|---|
60 ft (18m) | 2 BP |
120 ft (36m) | 3 BP |
Fey Ancestry
Cost: 1 BP
You gain the following benefits:
- You can finish a Long Rest in 4 hours.
- While you are not Incapacitated, you can give yourself Advantage on saving throws you make to avoid or end the Charmed condition, or against magic that would put you to sleep. You can use this trait a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a Long Rest.
Giant Ancestry
Requirements: Your size must be Medium
Cost: 2 BP
Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
- Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
- Fire's Burn (Fire Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
- Frost's Chill (Frost Giant). When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
- Hill's Tumble (Hill Giant). When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Large Form (Any Giant). You can change your size to Large as a Bonus Action if you are in a big enough space. This transformation lasts 1 minute or until you end it (no action required). For that duration, you have Advantage on Strength checks and your Speed increases by 10 feet.
- Stone's Endurance (Stone Giant). When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
- Storm's Thunder (Storm Giant). When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
Gnome Ancestry
Requirements: Your size must be Small
Cost: 1 BP
While you are not Incapacitated, you can give yourself Advantage on a Wisdom saving throws. You can use this trait a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a Long Rest.
Tuckling
Requirements: Your size must be Small
Cost: 2 BP.
You can take the Hide action when you are obscured by an entity that is at least one size larger than you.
Winged
Cost: 1 BP
As a Bonus Action, you spread your wings and fly for 1 minute or until you retract the wings (free action) or have the Incapacitated condition. During that time, you have a Fly Speed equal to 30 ft. This speed increases by 5 ft when you reach character levels 5 (35 ft), 11 (40 ft), and 17 (45 ft). You can use this trait a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a Long Rest.