Hello, I'm going to DM for my friends in a couple of months. I've gotten really excited and made a few things for the world I created. I'm hoping for input on some custom backgrounds I made. I'm new to DMing and playing so I worry that these backgrounds might be too OP or in some cases just bad. I'm also open to input on any backgrounds that might be problematic. I made these because most of the backgrounds in the book sounded too light. Even the dark ones didn't seem that dark so I wanted to give my players a chance to give their characters some painful background and have them benefit from it too. If this isn't allowed or if I've posted this in the wrong place just let me know and I'll remove or move it.
Battle Broken
You are a veteran of so many fights and battles that the very idea of another one fills you with a sense of bored frustration. You could have started your adventuring career to right wrongs, protect those precious to you, or find your place in the world. But the losses either of battle or those you cared about or perhaps both have left you twisted inside. Perhaps you were the champion of your village but found yourself unable to defeat the raiders who slaughtered and destroyed your home. You may be the child of or the leader in a long battle that has been won and lost in blood and bodies. You may enjoy taking on near-impossible challenges or getting into bloody brawls where you allow your opponent to tire themselves out while they seemingly break your will and body.
You unnerve regular people. They find your lack of concern in deadly situations extremely unnerving. You roll at advantage to intimidate them but at a disadvantage to persuade them.
You get +2 to your constitution because of the general scaring all over your body.
Blood Born Rapture: When you are below half your HP you gain advantage on any melee attacks against a creature or player who dealt you damage. If you dip below a fourth of your HP this extends to any creature or player in the encounter.
Ex. Haymitch or Rambo or Ban from Seven Deadly Sins
The Fugitive
You know what it is to lose your freedom and have been hardened and forged in confinement. You may have spent two years or two hundred in prison, you may have been guilty or not, you may have been sentenced for theft or for plotting to overthrow the government. One thing that is certain is that your freedom wasn’t returned to you, you absconded with it. How and why you did this may be a secret even to you. But as you wander the lands enjoying your new life and trying to extend it you are watchful and mindful of any risk to your fresh air.
+1 to Stealth and +1 to either sleight of hand, insight, or perception.
You choose mastery of lock picks, stone cutting tools, or disguise kit.
Cellmate Confidence: When speaking to a known criminal, member of a thieves guild, or rogue you lower their guard and you roll persuasion at an advantage.
Ex. Richard Kimble, The A-team, or Vash the Stampede from Trigun
The Escaped
Once forced to break your back or risk your life for someone who believed they owned you but now free to chase your dreams. You were a forced servant for life or until a large debt was paid off. You may have ended up there by birth, defeat in battle, poverty, or hunger. Either way, you find that the time has changed you greatly. You no longer take commands from anyone you choose not to follow. You are filled with rage at the sight of other enslaved peoples. You are watchful for anyone seeking to cleave you from your freedom and return you to the hell you once knew.
+1 to strength
+1 to dexterity
Proficient in insight and observation and with sickle, sling, and Warhammer.
Chain Breaker: If placed in chains or captured your body reacts immediately. You get a +1 to your strength for the duration and gain +2 to both persuasion and intimidation. But it only works once a day.
Ex. Conan the Barbarian
Subject 42
You are the survivor of terrible experiments, which you may or not have chosen, and you are horribly altered in an obvious physical way. Used as a test subject your body was changed by the trials but your mind was the most altered. You feel out of place around people often avoiding small gatherings and venturing out to crowds only when no other option is available and when heavily disguised. Your physical alterations give you no added strength or abilities besides those below. You may be running from the person who changed you or searching for a place to call home. You may have a normal diet or be driven to eat bugs. Your body may stand up to harsher punishment withstanding beatings or flames.
You can replace one limb of your own with one from a beast with your challenge rating and below. But you take any weaknesses or qualities of that limb. If you choose to have a crab claw then it will molt.
You can change one way you survive in the physical world. You can survive on very little food, breath through your skin, or bend your body into impossible shapes. While you have these abilities you will be at risk because of them too. If you can breathe through your skin acid and poison attacks will have advantage to hit. If you can go long periods of time without eating then you may have trouble moving after a large meal.
You can change the way you move through the world. You can fly at one half your walking speed for half your total movement distance, swim at twice your walking speed, climb up vertical surfaces equal to your movement speed and distance, or twice a day you can use phase shift.
Phase Shift allows you to move through normal physical barriers like doors, walls, and floors. You can’t move through enchanted barriers or items made of adamantine, mithral, or cold iron. You can do this twice a day but if they are not separated by a short rest then you must make a DC12 saving throw. If you fail then you roll a D6 and a D4. The D6 is how far you travel and the D4 represents the direction, 1-North, 2-East, 3-South, and 4-West. If you roll a D6 for 4 and a D4 for 2 then you move four feet towards the east. On a critical fail, you must roll percentile dice. If the dice are below 80 you pass out and lose 2D6 hit points, below 60 you pass out and lose 4D6 hit points and so on until you hit 80. At 20 you lose 6 D6 hit points then roll a D10 and lose whatever you roll. 1-Right eye, 2-left eye, 3-right ear, 4-left ear, 5-nose, 6-right hand, 7-left hand, 8-right foot, 9-left foot, 10-Whatever allows you to reproduce. At 90 you roll a D4 then lose whatever limb you roll 1-Right arm, 2-Left arm, 3-Right Leg, and 4-Left Leg.
Ex. Frankenstein, Deadpool, or Wolverine
Chosen One
You were the one the prophecies spoke of and true believers have waited on for generations. Perhaps you are the one to end the reign of an evil king or to right the wrongs of the world and free the oppressed or maybe you're the dark one come to bring a shroud of eath over the land. You can try to meet the whispers from the future or try to change what the fates have knitted for you.
You can invoke your prophecy and gain aide from believers but if they aren't a believer they will react poorly.
Choose one weapon proficiency.
Choose either one skill to be proficient in or a musical instrument to be skilled in.
Ex. Buffy the Vampire Slayer, Anakin Skywalker, or Ash Williams
The Laughingstock
You have discovered the hidden truth behind the world, history, magic, or your government. But the truth is so absurd or strange that others believe you to be disturbed or touched in the head. It seems no matter what evidence you find or how much of it everyone still clings to their false beliefs and values.
+1 intelligence
+2 wisdom
Mad Map Missionary: When you met someone who's also in your class you can choose one time to roll persuasion with disadvantage to get them to believe you about a certain line of thought or theory. If you succeed they will trust you beyond normal limits and may become your followers or disciples.
Ex. Sarah Conner, Milo from Atlantis the Lost Empire, or Daniel Jackson from Stargate SG-1
Wandering Wraith
You know what it is like to hit rock bottom then chisel out a home in the rock so you don’t have to leave. Your past was spent seeking the fulfillment to an addiction. But now you’ve found the strength to get back up and to leave it behind you, though it may not be the first time, and you are desperate to make it work. You could be a once proud paladin who lost all but his title at the dice table and now fighting to free people to retain your honor. Maybe you were an aspiring wizard who found themselves reliant on some magical creation to survive but now you’ve weaned yourself off of it and want to dive back into your studies. Not all addictions are to substances, you could have been a cleric who was cast out because of your compulsion to enjoy the fruit of the flesh...at every single opportunity but now you’re seeking your faith again. What you chased and how it changed and debased you can vary wildly, just as your reason for abandoning or fighting it can be, but one thing is certain you won’t relapse without cause.
2 Constitution
Resistance to being charmed, put to sleep, becoming drunk, and being dazed.
Personal Experience: You can roll insight checks with advantage when trying to tell if someone is hiding something about their motives.
Ex. Klaus Hargreeves, Tsunade from Naruto, or Hancock from Hancock.
Unluckily Blessed
You believe in yourself and have for a long time. But the world doesn’t mainly because of your bad luck or poor situation. You may want to be the best fighter in the village but you are the smallest and weakest person in it. Perhaps you want to master the violin...but have no fingers or arms. Some might say you are unlucky others call you cursed but they still think your attempts are foolish.
+2 to one of the following: Strength, Wisdom, or Constitution.
Or
+1 to two of the following: Strength, Wisdom, Dexterity, or Constitution.
The 5e backgrounds are not really designed for increasing Ability Scores and provides a serious boost over any other kind of background which may make those who wanted to choose different background feel a bit jibbed.
Backgrounds should be very similar throughout - either all backgrounds increase ability scores or none do.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
You are in the right place for feedback. Those backgrounds are much more powerful than the standard 5e ones.
The thing to remember about backgrounds is that they are what you did before adventuring. Your heroic powers should come from your class levels.
Here is how I would represent some of your example characters
Ban / Battle Broken
From his wiki: Born in Ravens, Ban lived by stealing from others, constantly getting chased and beaten by those he stole from, until eventually being caught one day and sent to Aberdeen Prison
Ban from Seven Deadly Sins would have the Urchin background (what he did before being super powered). All of his supernatural powers would come from his class (and subclass) levels, probably Rogue (Arcane Trickster).
Richard Kimble / The Fugitive
I would give him the Guild Artisan background, but with the herbalism kit instead of artisan tools. (he is a doctor). And then his class levels would be Rogue (Inquisitive).
Conan the Barbarian / The Escaped
He grew up in a tribal setting far from civilization, so he would have the Outlander background. His class levels would be Barbarian (Berserker)
Deadpool / Subject 42
He can either have the Criminal or Soldier background (he grew up with the wrong crowd and then joined the army) His class levels (as a result of the experiments) would probably be Monk (Kensai) or Fighter (Battlemaster).
You are in the right place for feedback. Those backgrounds are much more powerful than the standard 5e ones.
The thing to remember about backgrounds is that they are what you did before adventuring. Your heroic powers should come from your class levels.
Here is how I would represent some of your example characters
Ban / Battle Broken
From his wiki: Born in Ravens, Ban lived by stealing from others, constantly getting chased and beaten by those he stole from, until eventually being caught one day and sent to Aberdeen Prison
Ban from Seven Deadly Sins would have the Urchin background (what he did before being super powered). All of his supernatural powers would come from his class (and subclass) levels, probably Rogue (Arcane Trickster).
Richard Kimble / The Fugitive
I would give him the Guild Artisan background, but with the herbalism kit instead of artisan tools. (he is a doctor). And then his class levels would be Rogue (Inquisitive).
Conan the Barbarian / The Escaped
He grew up in a tribal setting far from civilization, so he would have the Outlander background. His class levels would be Barbarian (Berserker)
Deadpool / Subject 42
He can either have the Criminal or Soldier background (he grew up with the wrong crowd and then joined the army) His class levels (as a result of the experiments) would probably be Monk (Kensai) or Fighter (Battlemaster).
I was worried they were too powerful. Any ideas on how to cut them down or balance them out?
I know backgrounds are what you do before adventuring, but given that you can work as a priest and not be a cleric or serve in an army but not be a fighter can't you have a background that features those things and affects them? Also, they would be starting at level 3 so I thought some battle experience would be had at that time.
The examples weren't supposed to be 100% accurate to the background but more speak to the mentality or experiences they had. For instance, Ban often has no regard for his physical well being because he can't die.
Someone who worked as a priest and isn't a cleric would have the Acolyte background and then whatever class levels they want.
If you served in the army but aren't a fighter, you would have the Soldier or Mercenary Veteran background.
Ban's immortality is best represented as an extremely powerful blessing he got while adventuring. His disregard for safety is merely a personality trait.
As a guideline, for a balanced background, the feature should not grant additional proficiency, give a numerical bonus, advantage, or any other purely mechanical thing.
The easiest is to just apply features from other backgrounds, re-flavored to fit how you see it.
For instance, for Battle Broken is describing a soldier or mercenary veteran, but the criminal suggested characteristics would apply better.
Battle Broken
You are a veteran of so many fights and battles that the very idea of another one fills you with a sense of bored frustration. You could have started your adventuring career to right wrongs, protect those precious to you, or find your place in the world. But the losses either of battle or those you cared about or perhaps both have left you twisted inside. Perhaps you were the champion of your village but found yourself unable to defeat the raiders who slaughtered and destroyed your home. You may be the child of or the leader in a long battle that has been won and lost in blood and bodies. You may enjoy taking on near-impossible challenges or getting into bloody brawls where you allow your opponent to tire themselves out while they seemingly break your will and body.
Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, one other tool of your choice Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp
Feature: Mercenary Life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay attention to the risks in a situation. Never tell me the odds.
7
The best way to get me to do something is to tell me I can’t do it.
8
I blow up at the slightest insult.
d6
Ideal
1
Honor. I don’t steal from others in the trade. (Lawful)
2
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3
Charity. I steal from the wealthy so that I can help people in need. (Good)
4
Greed. I will do whatever it takes to become wealthy. (Evil)
5
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)
6
Redemption. There’s a spark of good in everyone. (Good)
d6
Bond
1
I’m trying to pay off an old debt I owe to a generous benefactor.
2
My ill-gotten gains go to support my family.
3
Something important was taken from me, and I aim to steal it back.
4
I will become the greatest thief that ever lived.
5
I’m guilty of a terrible crime. I hope I can redeem myself for it.
6
Someone I loved died because of a mistake I made. That will never happen again.
d6
Flaw
1
When I see something valuable, I can’t think about anything but how to steal it.
2
When faced with a choice between money and my friends, I usually choose the money.
3
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Hello, I'm going to DM for my friends in a couple of months. I've gotten really excited and made a few things for the world I created. I'm hoping for input on some custom backgrounds I made. I'm new to DMing and playing so I worry that these backgrounds might be too OP or in some cases just bad. I'm also open to input on any backgrounds that might be problematic. I made these because most of the backgrounds in the book sounded too light. Even the dark ones didn't seem that dark so I wanted to give my players a chance to give their characters some painful background and have them benefit from it too. If this isn't allowed or if I've posted this in the wrong place just let me know and I'll remove or move it.
Battle Broken
You are a veteran of so many fights and battles that the very idea of another one fills you with a sense of bored frustration. You could have started your adventuring career to right wrongs, protect those precious to you, or find your place in the world. But the losses either of battle or those you cared about or perhaps both have left you twisted inside. Perhaps you were the champion of your village but found yourself unable to defeat the raiders who slaughtered and destroyed your home. You may be the child of or the leader in a long battle that has been won and lost in blood and bodies. You may enjoy taking on near-impossible challenges or getting into bloody brawls where you allow your opponent to tire themselves out while they seemingly break your will and body.
You unnerve regular people. They find your lack of concern in deadly situations extremely unnerving. You roll at advantage to intimidate them but at a disadvantage to persuade them.
You get +2 to your constitution because of the general scaring all over your body.
Blood Born Rapture: When you are below half your HP you gain advantage on any melee attacks against a creature or player who dealt you damage. If you dip below a fourth of your HP this extends to any creature or player in the encounter.
Ex. Haymitch or Rambo or Ban from Seven Deadly Sins
The Fugitive
You know what it is to lose your freedom and have been hardened and forged in confinement. You may have spent two years or two hundred in prison, you may have been guilty or not, you may have been sentenced for theft or for plotting to overthrow the government. One thing that is certain is that your freedom wasn’t returned to you, you absconded with it. How and why you did this may be a secret even to you. But as you wander the lands enjoying your new life and trying to extend it you are watchful and mindful of any risk to your fresh air.
+1 to Stealth and +1 to either sleight of hand, insight, or perception.
You choose mastery of lock picks, stone cutting tools, or disguise kit.
Cellmate Confidence: When speaking to a known criminal, member of a thieves guild, or rogue you lower their guard and you roll persuasion at an advantage.
Ex. Richard Kimble, The A-team, or Vash the Stampede from Trigun
The Escaped
Once forced to break your back or risk your life for someone who believed they owned you but now free to chase your dreams. You were a forced servant for life or until a large debt was paid off. You may have ended up there by birth, defeat in battle, poverty, or hunger. Either way, you find that the time has changed you greatly. You no longer take commands from anyone you choose not to follow. You are filled with rage at the sight of other enslaved peoples. You are watchful for anyone seeking to cleave you from your freedom and return you to the hell you once knew.
+1 to strength
+1 to dexterity
Proficient in insight and observation and with sickle, sling, and Warhammer.
Chain Breaker: If placed in chains or captured your body reacts immediately. You get a +1 to your strength for the duration and gain +2 to both persuasion and intimidation. But it only works once a day.
Ex. Conan the Barbarian
Subject 42
You are the survivor of terrible experiments, which you may or not have chosen, and you are horribly altered in an obvious physical way. Used as a test subject your body was changed by the trials but your mind was the most altered. You feel out of place around people often avoiding small gatherings and venturing out to crowds only when no other option is available and when heavily disguised. Your physical alterations give you no added strength or abilities besides those below. You may be running from the person who changed you or searching for a place to call home. You may have a normal diet or be driven to eat bugs. Your body may stand up to harsher punishment withstanding beatings or flames.
You can replace one limb of your own with one from a beast with your challenge rating and below. But you take any weaknesses or qualities of that limb. If you choose to have a crab claw then it will molt.
You can change one way you survive in the physical world. You can survive on very little food, breath through your skin, or bend your body into impossible shapes. While you have these abilities you will be at risk because of them too. If you can breathe through your skin acid and poison attacks will have advantage to hit. If you can go long periods of time without eating then you may have trouble moving after a large meal.
You can change the way you move through the world. You can fly at one half your walking speed for half your total movement distance, swim at twice your walking speed, climb up vertical surfaces equal to your movement speed and distance, or twice a day you can use phase shift.
Phase Shift allows you to move through normal physical barriers like doors, walls, and floors. You can’t move through enchanted barriers or items made of adamantine, mithral, or cold iron. You can do this twice a day but if they are not separated by a short rest then you must make a DC12 saving throw. If you fail then you roll a D6 and a D4. The D6 is how far you travel and the D4 represents the direction, 1-North, 2-East, 3-South, and 4-West. If you roll a D6 for 4 and a D4 for 2 then you move four feet towards the east. On a critical fail, you must roll percentile dice. If the dice are below 80 you pass out and lose 2D6 hit points, below 60 you pass out and lose 4D6 hit points and so on until you hit 80. At 20 you lose 6 D6 hit points then roll a D10 and lose whatever you roll. 1-Right eye, 2-left eye, 3-right ear, 4-left ear, 5-nose, 6-right hand, 7-left hand, 8-right foot, 9-left foot, 10-Whatever allows you to reproduce. At 90 you roll a D4 then lose whatever limb you roll 1-Right arm, 2-Left arm, 3-Right Leg, and 4-Left Leg.
Ex. Frankenstein, Deadpool, or Wolverine
Chosen One
You were the one the prophecies spoke of and true believers have waited on for generations. Perhaps you are the one to end the reign of an evil king or to right the wrongs of the world and free the oppressed or maybe you're the dark one come to bring a shroud of eath over the land. You can try to meet the whispers from the future or try to change what the fates have knitted for you.
You can invoke your prophecy and gain aide from believers but if they aren't a believer they will react poorly.
Choose one weapon proficiency.
Choose either one skill to be proficient in or a musical instrument to be skilled in.
Ex. Buffy the Vampire Slayer, Anakin Skywalker, or Ash Williams
The Laughingstock
You have discovered the hidden truth behind the world, history, magic, or your government. But the truth is so absurd or strange that others believe you to be disturbed or touched in the head. It seems no matter what evidence you find or how much of it everyone still clings to their false beliefs and values.
+1 intelligence
+2 wisdom
Mad Map Missionary: When you met someone who's also in your class you can choose one time to roll persuasion with disadvantage to get them to believe you about a certain line of thought or theory. If you succeed they will trust you beyond normal limits and may become your followers or disciples.
Ex. Sarah Conner, Milo from Atlantis the Lost Empire, or Daniel Jackson from Stargate SG-1
Wandering Wraith
You know what it is like to hit rock bottom then chisel out a home in the rock so you don’t have to leave. Your past was spent seeking the fulfillment to an addiction. But now you’ve found the strength to get back up and to leave it behind you, though it may not be the first time, and you are desperate to make it work. You could be a once proud paladin who lost all but his title at the dice table and now fighting to free people to retain your honor. Maybe you were an aspiring wizard who found themselves reliant on some magical creation to survive but now you’ve weaned yourself off of it and want to dive back into your studies. Not all addictions are to substances, you could have been a cleric who was cast out because of your compulsion to enjoy the fruit of the flesh...at every single opportunity but now you’re seeking your faith again. What you chased and how it changed and debased you can vary wildly, just as your reason for abandoning or fighting it can be, but one thing is certain you won’t relapse without cause.
Personal Experience: You can roll insight checks with advantage when trying to tell if someone is hiding something about their motives.
Ex. Klaus Hargreeves, Tsunade from Naruto, or Hancock from Hancock.
Unluckily Blessed
You believe in yourself and have for a long time. But the world doesn’t mainly because of your bad luck or poor situation. You may want to be the best fighter in the village but you are the smallest and weakest person in it. Perhaps you want to master the violin...but have no fingers or arms. Some might say you are unlucky others call you cursed but they still think your attempts are foolish.
+2 to one of the following: Strength, Wisdom, or Constitution.
Or
+1 to two of the following: Strength, Wisdom, Dexterity, or Constitution.
Ex. Naruto, Asta, Ernest, or Rocky.
The 5e backgrounds are not really designed for increasing Ability Scores and provides a serious boost over any other kind of background which may make those who wanted to choose different background feel a bit jibbed.
Backgrounds should be very similar throughout - either all backgrounds increase ability scores or none do.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
All of the official backgrounds follow this pattern:
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
You are in the right place for feedback. Those backgrounds are much more powerful than the standard 5e ones.
The thing to remember about backgrounds is that they are what you did before adventuring. Your heroic powers should come from your class levels.
Here is how I would represent some of your example characters
Ban / Battle Broken
From his wiki: Born in Ravens, Ban lived by stealing from others, constantly getting chased and beaten by those he stole from, until eventually being caught one day and sent to Aberdeen Prison
Ban from Seven Deadly Sins would have the Urchin background (what he did before being super powered).
All of his supernatural powers would come from his class (and subclass) levels, probably Rogue (Arcane Trickster).
Richard Kimble / The Fugitive
I would give him the Guild Artisan background, but with the herbalism kit instead of artisan tools. (he is a doctor).
And then his class levels would be Rogue (Inquisitive).
Conan the Barbarian / The Escaped
He grew up in a tribal setting far from civilization, so he would have the Outlander background.
His class levels would be Barbarian (Berserker)
Deadpool / Subject 42
He can either have the Criminal or Soldier background (he grew up with the wrong crowd and then joined the army)
His class levels (as a result of the experiments) would probably be Monk (Kensai) or Fighter (Battlemaster).
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
I was worried they were too powerful. Any ideas on how to cut them down or balance them out?
I know backgrounds are what you do before adventuring, but given that you can work as a priest and not be a cleric or serve in an army but not be a fighter can't you have a background that features those things and affects them? Also, they would be starting at level 3 so I thought some battle experience would be had at that time.
The examples weren't supposed to be 100% accurate to the background but more speak to the mentality or experiences they had. For instance, Ban often has no regard for his physical well being because he can't die.
Someone who worked as a priest and isn't a cleric would have the Acolyte background and then whatever class levels they want.
If you served in the army but aren't a fighter, you would have the Soldier or Mercenary Veteran background.
Ban's immortality is best represented as an extremely powerful blessing he got while adventuring. His disregard for safety is merely a personality trait.
As a guideline, for a balanced background, the feature should not grant additional proficiency, give a numerical bonus, advantage, or any other purely mechanical thing.
The easiest is to just apply features from other backgrounds, re-flavored to fit how you see it.
For instance, for Battle Broken is describing a soldier or mercenary veteran, but the criminal suggested characteristics would apply better.
Battle Broken
You are a veteran of so many fights and battles that the very idea of another one fills you with a sense of bored frustration. You could have started your adventuring career to right wrongs, protect those precious to you, or find your place in the world. But the losses either of battle or those you cared about or perhaps both have left you twisted inside. Perhaps you were the champion of your village but found yourself unable to defeat the raiders who slaughtered and destroyed your home. You may be the child of or the leader in a long battle that has been won and lost in blood and bodies. You may enjoy taking on near-impossible challenges or getting into bloody brawls where you allow your opponent to tire themselves out while they seemingly break your will and body.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, one other tool of your choice
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp
Feature: Mercenary Life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
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