Not everyone is born a hero. Not everyone is special. Whether for an NPC or for a player character, these backgrounds are for those among us who live or have lived a life far away from the limelight. However, that doesn't mean they can't rise to the occasion. In fact, far from it.
This was made for 5e. Open images in new tab for better quality. Have fun playing, and feedback is much appreciated! If you like what I do, consider buying me a coffee!
For those living among the fey, life is anything but normal. Perhaps you find yourself lost in the forest or the Feywild beyond as a Feywild Wanderer, or perhaps you reside in the forest willingly, in order to help others find their way out as a Forest Guide. You're sure to encounter strange and wonderous folk either way...
Feywild Wanderer
Forest Guide
In your wanderings, you're likely to come across many oddities among the fey. You can find a list of many examples below, but who knows what you'll really find out there?
Don't Describe Actions Unecessarily. Instead, convey flavor through the actions you choose.
Make flavor something that happens in the present tense, something that matters. No one will care much about your backstory until it becomes relevant (unless they are very nice). People will care about your name and how you act.
Interesting class/race combos are fine, but interesting feat and feature choices can be just as good, if not better.
Talk to your DM about what you want your role in the story to be. Some DM's might not have as much of a set story, but it's always good to check.
Think about what you want your character to be, not what they are. If you only think about what they are, you just end up with yourself but with less/more impulse control.
Consider what kind of aesthetic you want for your character. This can help inform many other choices.
Martials
The easiest thing for martials to interact with is how/if they fight. As stated above, try to tie your flavor to the things that matter. Describing attacks just slows down the game, but choosing interesting actions based on your character's personality can be really fun. I wouldn't suggest doing fancy acrobatics if your character doesn't have proficiency, though.
Your choice of weapon can really bring flavor to your character, even during character creation. In addition, don't feel limited to only one weapon, and consider the use of other items like caltrops or oil
Similar to your choice of weapon, armor can be very important in dictating what kind of character you are and what kind of setting you are in. Think about how armor was used in history, and how it was used in classic fantasy literature. For instance, in Lord of the Rings, plate mail was pratically unheard of, and most characters wore either chainmail or leather/hide. These choices can give some level of realism, or you could go the other way with more fantasy/anime armor.
Another fun aspect of your character to play with is their morals. Choosing diplomacy, bravery, cowardice, honor, or any other form of morality or amorality can change how others view your character. This can be a bit hard to incorporate, and can often lead to doing "token" actions to fufill whatever you decided. It is suggested that you still try to perform "optimally," lest you draw your party's ire
Spellcasters
Like martials with fighting, your most important consideration is how you interact with magic. Again, choosing the right spells is preferable to unecessary reflavoring. The most important thing is making your flavor actually matter
Choosing your starting spells can change your whole character, as I'm sure you are aware. A transmutation wizard who chooses buffing spells is different to a transmutation wizard who chooses non-combat elemental control spells. Consider also how your spells might appear. Certain spells lend more to one genre or aesthetic than others. Produce flame implies a more hard magic system than firebolt does, and shocking grasp isn't always the best cantrip for a lightning based caster.
In a related way, consider taking feats or multiclassing in ways that allow you to access other spell lists. This can allow you to portray different kinds of spellcasters that aren't generally supported. For instance, Cleric/Druid can produce a more animistic priest, such as those found in non-abrahamic religions. Another example is Wizard/Warlock, which can give a more classical wizard impression, representing the conception of summoners and witches in the middle ages. However, keep your character's stats in mind, because while a sub-optimal character doesn't always mean a bad one, it can interfere with how cool or impressive the character appears to others.
Contemplate how your character actually casts her spells. Does the power come from outside herself, or is it from within (certain classes have this hard coded, but for characters like bards and wizards and some clerics, it is important to consider)? What kind of implement or materials do they cast with? Does their magic manifest in an obviously magical form (e.g. instant glowy runes), or does it produce only the main effect with no additional visuals? While it isn't suggested that you bring these effects up during play, it can be useful to keep them in mind when considering how your character would conduct themself. A cleric who gets their power from God would be a bit more conservative/moral with magic than a sorcerer, and characters with magic that is obvious no matter what would probably not cast as many spells around muggles
Don't always use your magic. A character can come off far more capable and mature if they use mundane means more often than not. Examine Witches vs. Wizards in discworld, Mob vs. Teru in Mob Psycho, and Gandalf vs. modern wizard conceptions. This isn't necessary, as some characters are meant to be basically children with *Unlimited Magical Ability*, but it is important to consider.
I would reccomend, to all who can obtain them, a familiar. 90% of all folkloric spellcasters that I can think of have familiars. It's pretty optional for clerics of an abrahamic bent and certain sorcerers, but here's the pitch: Familiars can be either *celestial, fey, or fiendish* and that gives so many possibilities for characterization and plot. With a kind DM, that results in Demon toads with six legs and red eyes, Angelic songbirds (reflavored ravens) with four wings, White fey snakes, etc. Plus, these are basically spirits, so you can say that your demon toad is an imp of greed, or that your Fey Snake is a poem composed by a Fairy Lord. Familiars can also be a form of freeform magic. Again, if you consider the familiar a spirit, then sending your familiar to go and do stuff is, by all folkloric definitions, magic. Familiar harassing enemies in combat? A Curse. Familiar spying on enemies? Divination. In most folklore, when a witch or spellcaster sends a familiar spirit to go and do magic to someone, it is the witch that is considered to be doing the magic, not the familiar. Again, they can work for clerics, sorcerers, etc. I once had a cleric with a celestial blue cobra, and it was one of the better characters I ever had.
If people like this, I'll probably continue with Party Faces, Individual/Paired Classes, Feats, and Backgrounds.
Overview:
Once you were a powerful being be it Fiend, Fey or other. There was a time in which you enjoyed incredible power and some form of immortality. That however has been changed. Perhaps it was a bet with one of your own kind or a punishment delivered by either a group of adventurers or a being even stronger than yourself. Now you find yourself mortal and on the material plane no longer wielding your former power. Who knows if you’ll ever reclaim it.
Skill Proficiencies: Arcana and Deception
Languages: One relating to your origin (Sylvan for Fey, Primordial for Elementals etc) and one additional.
Equipment: Token from your home plane, a set of common clothes and a small purse with 10gp.
Recommended Races for Origins:
Fey- Elves and it’s variants or Genasi for Elemental Fey
Fiend- Tiefling/Fire Genasi
Celestial- Aasimar
Elemental- Genasi
That being said any race could work for any origin but these would make better sense thematically.
Suggested Feature- A Different Mind: You find others to be simpler than yourself. It becomes easy to pick up on people’s emotions and habits. If you want you can even be able to know exactly what to say to get a desired reaction if you observe long enough.
You are a member of the house of Godric Gryffindor, known for courage, valor, bravery, and loyalty. Associated with fire and the colors red and gold, its insignia is a lion and its students are known for being noble and bold, if a bit reckless and foolhardy. Occupying one of Hogwarts’ four towers, the dormitories are warm and rich, with a common room often filled with students laughing and playing games.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, one type of artisan’s tools or a broomstick
Equipment: Gryffindor robes, a partial map of Hogwarts and the grounds, a gaming set, a lucky charm such as a rabbit foot or a small stone, a wand, a pet (owl, rat, toad, or cat), a pouch containing 15 galleons
Feature: Rustic Hospitality
Considered one of the “heroic house,” you have no problem fitting in with common witches and wizards. You can find a place to hide, rest, or recuperate among other common wix or other Gryffindors, unless you have shown yourself to be a danger to them. They will shield you from authority figures or anyone else searching for you, though they will not risk their lives for you.
Alternate Feature: Explorer
You have spent much time wandering Hogwarts and the surrounding grounds, and have developed an excellent memory for maps and geography. You can always recall the general layout of terrain, buildings, and other features around you. When you are in a place where you have been before, you and your companions can travel between any two locations within that area twice as fast as your speed would normally allow.
Personality Trait:
1. When I set my mind to something, I follow through no matter what gets in my way.
2. I’m confident in my abilities and do what I can to instill confidence in others.
3. The best way to get me to do something is to tell me I can’t do it.
4. I get bored easily. When am I going to get on with my destiny?
5. I have a joke for every occasion, especially occasions where humor is inappropriate.
6. I can stare down a hellhound without flinching.
7. I face problems head-on. A simple, direct solution is the best path to success.
8. My friends know they can rely on me no matter what.
Ideal:
1. Fairness. No one should get preferential treatment before the rules, and no one is above the rules. (Lawful)
2. Freedom. Bullies, even those in authority, must not be allowed to terrorize. (Chaotic)
3. Might. If I become strong, I can take what I want --- what I deserve. (Evil)
4. Independence. I am a free spirit --- no one tells me what to do. (Chaotic)
5. Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
6. Destiny. Nothing and no one can keep me from my higher calling. (Any)
Bond:
1. I protect those who cannot protect themselves.
2. I wish the person I love would love me back.
3. I idolize a hero of old and measure my deeds again that person.
4. I will do anything to prove myself superior to my hated rival.
5. I would do anything for my friends.
6. Someone got hurt because of my reckless actions. That will never happen again.
Flaw:
1. I am blind to my shortcomings and risk of failure.
2. I have a weakness for gambling and strong drink.
3. I have trouble trusting in my allies.
4. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
5. Despite my best efforts, I am unreliable to my friends.
6. I can’t resist a pretty face.
HUFFLEPUFF
You are a member of the house of Helga Hufflepuff, known for hard work, kindness, loyalty, and perseverance. Associated with earth and the colors yellow and black, its insignia is a badger and its students are known for being friendly and fair minded, if a bit simple. Located in the basement of Hogwarts near the kitchens, the dormitories are cozy and welcoming, with a common room often filled with students relaxing and tending to their plants.
Skill Proficiencies: Nature, Insight
Tool Proficiencies: Herbalism kit, one type of musical instrument or a broomstick
Equipment: Hufflepuff robes, the favor of an admirer such as a love letter or trinket, an herbalism kit, a small potted plant that was given to you after you were sorted, a wand, a pet (owl, rat, toad, or cat), a pouch containing 15 galleons
Potted Plants:
1. Dittany allows you to use an action to cast Spare the Dying once per long rest..
2. Gillyweed grants one hour of waterbreathing once per long rest.
3. Venemous Tentacula allows you to use an action to cast Thorn Whip once per long rest, using Dexterity as your attack modifier.
4. Young Mandrake allows you to use an action to cast Vicious Mockery once per long rest, with a DC of 12.
5. Devil’s Snare allows you to use an action to to cast Entangle once per long rest without concentration, with a DC of 12, increasing by 1 each subsequent DC save.
6. Fire Seed Bush allows you to use an action to cast Produce Flame once per long rest, using Dexterity as your attack modifier.
7. Snargaluff allows you to harvest 1d6 goodberries once per long rest, but the plant makes a thorn whip attack against you, dealing 1d6 piercing damage if you fail a DC 12 Dexterity saving throw.
8. Wiggenbush allows you to use an action to cast Protection from Evil and Good once per long rest, with maintained contact with the bush being required instead of concentration.
Feature: By Popular Demand
People tend to like you wherever you go, and you can often find lodging and food for less than the normal price, or free if you work each night. When people recognize you from previous encounters, they typically take a liking to you.
Alternate Feature: Shelter of the Dutiful
You have spent time working or volunteering at a place such as a dragon reserve, hospital, bank, or other organization or business. Whenever you return there, you can expect to receive free healing and care, and will support you at a modest lifestyle in exchange for work. While nearby, you can call upon your shelter for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with them.
Personality Trait:
1. I judge people by their actions, not their words.
2. If someone is in trouble, I’m always ready to help.
3. I have a strong sense of fair play and always try to find the most equitable solution to arguments.
4. Nobody stays angry at me or around me for long since I can defuse any amount of tension.
5. I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
6. I feel more comfortable around plants and animals than people.
7. I watch over my friends as if they were a litter of newborn pups.
8. I work hard so that I can play hard when the work is done.
Ideal:
1. Charity. I always try to help those in need, no matter what the personal cost. (Good)
2. Change. We must bring about the change we wish to see in the world. (Chaotic)
3. Hope. I have faith that if I work hard, thing will go well. (Lawful)
4. Redemption. There’s a spark of good in everyone. (Good)
5. People. I like making smiles appear on people’s faces. That’s all that matters. (Neutral)
6. Aspiration. I’m determined to make something of myself. (Any)
Bond:
1. Everything I do is for the good of the community.
2. I was once bullied and now I will stop any bully I see.
3. I owe my mentor a great debt for forging me into the person I am today.
4. Nothing is more important than the other members of my house.
5. I will face any challenge to prove I’m just as good as my peers.
6. A friend stuck close to me in a time of need. To this day, I will never leave a friend behind.
Flaw:
1. I judge others harshly, and myself even more severely.
2. I put too much trust in people.
3. Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
4. I am too enamored of ale, wine, and other intoxicants.
5. A dangerous creature I once faced still leaves me quivering with fear.
6. I’d rather eat my armor than admit when I’m wrong.
RAVENCLAW
You are a member of the house of Rowena Ravenclaw, known for intelligence, wit, creativity, and curiousity. Associated with air and the colors bronze and blue, its insignia is an eagle and its students are known for being smart and inventive, if a bit odd and absentminded. Occupying one of Hogwarts’ four towers, the dormitories are breezy and open, with a common room often filled with students studying and working on odd inventions.
Skill Proficiencies: Investigation, Perception
Tool Proficiencies: Tinker's tools, one type of gaming set or a broom
Equipment: Ravenclaw robes, a notebook stuffed full of notes from your studies, a bottle of black ink, a quill, a gaming set or tinker's tools, a trinket that you find fascinating or meaningful, either a small mechanical device of your own invention (such as a clockwork toy, firestarter, or music box) or a muggle device you've rigged to work at Hogwarts (such as a record player, old fashioned projector, or walkman), a wand, a pet (owl, rat, toad, or cat), a pouch containing 15 galleons
Feature: Researcher
When you do not know a piece of information or lore that you seek, you often know where and from whom you can obtain it. You are respected as a fellow scholar and can often gain access to the private collections of learned witches and wizards. You have proven yourself trustworthy at Hogwarts and are allowed access to the restricted section of the library, though you still aren’t permitted to take book from that section.
Alternate Feature: Discovery
In your independent studies, you have uncovered a unique and powerful discovery. it might be a great truth about the nature of magic, the lost recipe to a potion, a new magical plant or creature, a site that no human has seen, a new spell, a fact that has been long forgotten, or some ancient magical artifact.
Personality Trait:
1. I’ve read every book in the library --- or I like to boast that I have.
2. I’m used to helping those who aren’t as smart as I am, and I patiently explain anything and everything to others.
3. I always want to know how things work and what makes people tick.
4. I’m working on a grand philosophical theory and love sharing my ideas.
5. I believe that anything worth doing is worth doing right. I can’t help it --- I’m a perfectionist.
6. There’s nothing I like more than a good mystery.
Ideal:
1. Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2. Logic. Emotions must not cloud our logical thinking. (Lawful)
3. Power. Knowledge is the path to power and domination. (Evil)
4. Creativity. I never work on the same project twice. (Chaotic)
5. Generosity. My talents have been given to me so I can use them to benefit the world. (Good)
6. Self-improvement. The goal of a life of study is the betterment of oneself. (Any)
Bond:
1. I possess knowledge that must not fall into the wrong hands.
2. I’ve been searching my whole life for the answer to a certain question.
3. I seek to preserve a spell scroll or ancient tome that my enemies consider dangerous and seek to destroy.
4. I suffer awful visions of a coming disaster and will do anything to prevent it.
5. Someone stole my invention and someday I’ll get it back.
6. I would die to recover an ancient artifact, spell, or formula that was lost long ago.
Flaw:
1. I’m convinced that no one could ever outsmart me the way I outsmart others.
2. I am easily distracted by the promise of information.
3. I’ll do anything to get my hands on something rare or priceless.
4. I let my need to win arguments overshadow friendships and harmony.
5. I overlook obvious solutions in favor of complicated ones.
6. Most people scream and run when they see a dangerous creature. I stop and take notes on its anatomy.
SLYTHERIN
You are a member of the house of Salazar Slytherin, known for ambition, resourcefulness, cunning, and self-preservation. Associated with water and the colors green and silver, its insignia is a snake and its students are known for being cunning and confident, if a bit cold and manipulative. Located in the dungeons of Hogwarts, the dormitories are grand and cold, with a common room often filled with students conversing quietly and watching the underwater wildlife through the windows to the Great Lake.
Skill Proficiencies: Deception, Persuasion
Tool Proficiencies: A disguise kit or forgery kit or a broom
Languages: One of your choice
Equipment: Slytherin robes, a disguise kit or forgery kit, a wand, a pet (owl, rat, toad, or cat), a purse containing 25 galleons
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other witches and wizards in the black market. You know how to get messages to and from your contact, even over great distances, whether through messengers or magical means. You are often able to use this network to find people, things, or information you seek, including illegal contraband.
Alternate Feature: Position of Privilege
Even if you are not a pureblood, you are welcome in pureblood circles because of your house, and the aristocracy treats you as a member of the same social sphere. Common witches and wizards often assume you are wealthy because of your bearing, even if you are not, and will make every effort to accommodate you and avoid your displeasure. You can secure an audience with a prominent Ministry official or powerful family if you need to.
Personality Trait:
1. I would rather make a new friend than a new enemy.
2. Whenever I come to a new place, I collect local rumors and spread gossip.
3. Sarcasm and insults are my weapons of choice.
4. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6. I always have a plan for what to do when things go wrong.
7. I get bitter if I’m not the center of attention.
8. I like a job well done, especially if I can convince someone else to do it.
Ideal:
1. Tradition. The traditions of my house must be preserved and upheld. (Lawful)
2. Greed. I will do whatever it takes to become rich and powerful. (Evil)
3. People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
4. Adaptability. Life is in constant change, and we must change with it to succeed. (Chaotic)
5. Obligation. I have a responsibility to protect and care for those who cannot protect themselves. (Good)
6. Fraternity. My school, house, or friends are all that matter. (Any)
Bond:
1. I will someday get revenge on an enemy that once humiliated me.
2. I will become the greatest wizard that ever lived.
3. My studies into the dark arts gave me insight into a great evil that only I can destroy.
4. I want to be famous, whatever it takes.
5. I’m loyal to my mentor first, everyone else second.
6. Hogwarts is my home, and I’ll fight to defend it.
Flaw:
1. I am suspicious of strangers and expect the worst of them.
2. I’ll run and preserve my own hide if the going gets tough.
3. I have a “tell” that reveals when I’m lying.
4. I’ll do anything to win fame and renown.
5. People who can’t take care of themselves get what they deserve.
6. I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
BLOOD STATUSES AS D&D 5e BACKGROUNDS
PUREBLOOD (ARISTOCRATIC)
Your family can trace their lineage back to the witches and wizards of old, with no muggle interbreeding to speak of (or, at least, so they claim).
Skill Proficiencies: History, Performance
Tool Proficiencies: One type of musical instrument or a broom
Languages: Latin
Equipment: Wizard robes, a signet ring with your family’s crest or a family heirloom, a musical instrument or a racing broom
Feature: Position of Privilege
As a pureblood, you are welcome in aristocratic pureblood circles, and are given preferential treatment over those of lesser blood or lower social standing. Common witches and wizards make every effort to accommodate you and avoid your displeasure. You can secure an audience with a prominent Ministry official or powerful family if you need to.
Personality Trait:
1. I am tolerant (or intolerant) of other houses and blood statuses and respect (or condemn) relationships with them
2. I’ve enjoyed fine food, drink, and high society raised in the wizarding aristocracy. Rough living grates on me.
3. My eloquent flattery makes everyone I talk to feel like the most important and wonderful person in the world.
4. I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
5. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
6. I take great pains to always look my best and follow the latest fashions.
7. Despite my blood status, I do not place myself above other people. We all have the same magic.
8. I’m always polite and respectful.
Ideal:
1. Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
2. Power. If I can attain more power, no one will tell me what to do. (Evil)
3. Family. Blood runs thicker than water. (Any)
4. Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
5. Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
6. Aspiration. I’m determined to make something of myself. (Any)
Bond:
1. It is my duty to provide children to carry on my family’s name.
2. Nothing is more important than the other members of my family.
3. I will face any challenge to win the approval of my family.
4. My houses’ alliance with another house must be sustained at all costs.
5. I am in love with a member of another family that my family despises.
6. I owe everything to my mentor --- a horrible person who’s now rotting in Azkaban.
Flaw:
1. I secretly believe that everyone is beneath me.
2. I hide a truly scandalous secret that could ruin my family forever.
3. I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4. I have an insatiable desire for carnal pleasures.
5. In fact, the world does revolve around me.
6. By my words and actions, I often bring shame to my family.
PUREBLOOD (BLOOD TRAITOR)
Though your family is technically pureblooded, they are considered blood traitors, not welcome in high society, and likely have lost their wealth shortly after losing their social status. Alternatively, you are the sole blood traitor in your pureblooded family, disowned and cut off from your previous position of privilege.
Skill Proficiencies: History, Performance
Tool Proficiencies: One type of musical instrument or a broom
Languages: Latin
Equipment: Wizard robes or muggle clothes, a musical instrument or a racing broom
Feature: Rustic Hospitality
After you or your family were declared blood traitors, you made new friends among the middle and lower-class wizarding community. You can find a place to hide, rest, or recuperate among other common witches and wizards, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Personality Trait:
1. The best way to get me to do something is to tell me I can’t do it.
2. I actively go against aristocratic etiquette to spite blood purists.
3. I’ve lost too many friends, and I’m slow to make new ones.
4. I’m haunted by my old life and family. I can’t get them out of my head.
5. Nothing can shake my optimistic attitude.
6. I feel tremendous empathy for all who suffer.
Ideal:
1. Independence. I’m a free spirit --- no one tells me what to do. (Chaotic)
2. Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
3. Respect. People deserve to be treated with dignity and respect. (Good)
4. Community. We have to take care of each other, because no one else is going to do it. (Lawful)
5. Free Thinking. Inquiry and curiousity are the pillars of progress. (Chaotic)
6. Aspiration. I’m going to chart my own destiny. (Any)
Bond:
1. No one should have to endure the hardships I’ve been through.
2. I owe my survival to someone who took me in when I was disowned.
3. I left someone I loved behind when I left my family.
4. I’m the true heir to a pureblood fortune, and one day I’ll reclaim my lands and wealth from the those who would keep them from me.
5. I was disowned because I fell in love with someone I shouldn’t have.
6. Those who fight beside me are those worth dying for.
Flaw:
1. I once humiliated a powerful member of a pureblooded family who still wants revenge. It was a mistake that I will likely repeat.
2. The people who knew me when I was young know a shameful secret about me.
3. No one must ever know that I stole money from a wealthy family.
4. There’s no room for caution in a life lived to the fullest.
5. I speak without really thinking though my words, invariably insulting others.
6. I can’t keep a secret to save my life, or anyone else’s.
HALFBLOOD
The biggest category of witches and wizards, you know plenty about the wizarding world but don’t usually care about blood status. Some halfbloods have been accepted into pureblooded aristocratic society, but they are never considered equals.
Skill Proficiencies: History, one of your choice
Tool Proficiencies: One type of artisan’s tools, one type of gaming set
Equipment: Wizard robes, one type of artisan’s tools or gaming set
Feature: Rustic Hospitality
Your family has long ties within the middle and lower-class wizarding community. You can find a place to hide, rest, or recuperate among common witches and wizards, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Personality Trait:
1. I know a story relevant to almost every situation.
2. I love a good insult, even one directed at me.
3. I change my mood and my mind quickly.
4. I’m driven by wanderlust and love to travel.
5. I’m willing to listen to every side of an argument before I make my own judgment.
6. I stretch the truth for the sake of a good story.
7. I bluntly say what other people are hinting at or hiding.
8. I like to talk at length about my hobbies.
Ideal:
1. Aspiration. I work to one day be the best at my profession. (Neutral)
2. History. The knowledge of the past must never be forgotten, for they teach us who we are. (Lawful)
3. Greed. I’m only in it for the money. (Evil)
4. Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
5. Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6. No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
Bond:
1. A powerful person hurt someone I care about. Someday soon, I’ll have my revenge.
2. My instrument is my most treasured possession, and it reminds me of someone I love.
3. I want to be famous, whatever it takes.
4. I have a family, but I have no idea where they are. One day, I hope to find them.
5. The location of my favorite class is the most important place in the world to me.
6. My friends are the most important thing in my life.
Flaw:
1. I am inflexible in my thinking.
2. Once I start drinking, it’s hard for me to stop.
3. I am dogmatic in my thoughts and philosophy.
4. I like keeping secrets and won’t share them with anyone.
5. I can’t help but pocket loose coins and other trinkets I comes across.
6. I have little respect for anyone who isn’t a proven duelist.
MUGGLEBORN
You come from a family of muggles, with no knowledge of the magical world before your eleventh birthday. Your mannerisms, figures of speech, and clothing all mark you as muggleborn, and you had to work twice as hard to learn what halfbloods and purebloods have been taught from birth.
Skill Proficiencies: Science, one of your choice
Tool Proficiencies: Vehicles (land) and one type of muggle device
Equipment: Muggle clothes, a few muggle books or magazines, a muggle trinket that non-muggles find fascinating or intriguing
Feature: Muggle Secrets
You are familiar with muggle customs and society in a way that very few non-muggles are. You can effortlessly blend into muggle society and help your companions do the same. When you are not in combat, you and your companions can travel between two locations in a muggle city twice as fast as your speed would normally allow.
Personality Trait:
1. I often use muggle words or phrases that those around me don't understand.
2. I idolize a famous muggle and constantly refer to their deeds and example.
3. I like to talk at length about the muggle world.
4. I take great pains to try to blend into the wizarding world.
5. I place no stock in wealthy or well-mannered folk, and I sometimes go out of my way to bother blood purists.
6. I love visiting new places and making new friends over a flagon of butterbeer.
Ideal:
1. Open. I have much to learn about wizarding society from the kind people I meet along my way. (Good)
2. Reserved. The wizarding world is foreign to me, and I am cautious in my dealings. (Lawful)
3. Adventure. Everything about magic is strange and wonderful! (Chaotic)
4. Cunning. Though I may not fully understand the wizarding world, neither do they know the muggle world, which can be to my advantage. (Evil)
5. Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6. Aspiration. I’m going to prove that I’m worthy of my magic. (Any)
Bond:
1. I'm fascinated by the beauty and wonder of magic.
2. I didn't want to leave my family, and I can't wait to return to them.
3. I owe everything to my mentor who helped me adapt to the wizarding world.
4. My muggle possessions are symbols of my past life, and I carry them so that I will never forget my roots.
5. I wish my muggle friend had been able to come to Hogwarts with me.
6. I escaped my life of poverty by coming to Hogwarts, and I’ll never go back.
Flaw:
1. I am secretly (or not so secretly) convinced of the superiority of muggle culture over that of wizarding culture.
2. I am suspicious of purebloods and expect the worst of them.
3. I still have much to learn about the wizarding world, and my ignorance and thirst for knowledge makes me gullible.
4. I’m never satisfied with what I have --- I always want more.
5. I am too enamored of magical drinks, potions, and other stimulants and intoxicants.
6. I can’t resist swindling people who are more powerful than me.
Thoughts on altering an existing D&D background variant? Yeah that’s the title.
So there’s a criminal background, and it has a variant called “spy” but it’s essentially the exact same background with the same feature. Noble and Knight have different features but are the same background technically. What if instead of criminal contacts you got a feature that gave you royal contacts? Not like the queen herself but maybe her handmaids sister who lives in the town you are headed to. It gives the same flavor but feels like a non-criminal type of thing. IRL spies would use third hand gossipers to collect reconnaissance. Those contacts may not even know you are a spy, they might think you work for the crown as well. Anyone like this idea?