DnD 5E Witchlight Hand Background

Being this dnd 5e witchlight hand background you shall crept into the Witchlight Carnival like a child or the youth that never ever been looked back though, acquiring a place among those who would work behind the scenes in order to keep the carnival in the business. Like a hand, you may work harder and after that party hard. However the carnival has borne you for many of the fantastic worlds, circling back around of your home world once in every eight years, but do you know that almost nothing of these worlds because you spend all your time in the carnival. Even though you may know the othe hands well, but of course the carnival’s owners-Mister Witch and Mister Light-would be remain mysterious to you even after all these long years.

You might have been joined the carnival for escape the dismal life at home, or else maybe you would enchanted by the idea of visiting the new places or even the dream of becoming one of the carnival’s star attractions. In any case, now that you’re older, this carnival life has lost some of its appeal. Also the daily routine has been grown tedious, the cyclical nature of the carnival’s journey monotonous. Probably the carnival has no longer been filled your heart with the sense of wonder. Perhaps greater adventures await you beyond the carnival’s gates.

  • Skill Proficiencies: Performance, Sleight of Hand
  • Tool Proficiencies: Disguise kit or one type of musical instrument
  • Languages: One of your choice
  • Equipment: A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinket (determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp


Carnival Companion

Over the few years, you’ve been earned the friendship of an another carnival fixture. You have to roll the d8 and also consult the Carnival Companion table in order to determine with whom or what you’ve befriended, or else you can simply select an option that you much like. You should work along with your dungeon master for fleshing out this friendship. In any case this companion hangs around you when you’re in the carnival, but it won’t voluntarily leave the carnival.

Of course the DM could use this Witchlight Hand stat block to represent hands, performers, and animal trainers who serve as carnival companions. The statistics for the other companions appear in the Monster Manual. You can check out the below table.

1Old, cantankerous Witchlight hand
2Young, impressionable Witchlight hand
3Performer (such as an acrobat, a clown, or a musician)
4Retired performer
5Seasoned animal trainer
6Old blink dog
7Cheery sprite
8Harmless, magical wisp of light (no stat block required) that has a flying speed of 30 feet, can hover, and sheds bright light in a 5-foot radius and dim light for an additional 5 feet

Carnival Fixture

After all of the above aspects it has one more feature…with this feature the Witchlight Carnival provides you with the free, modest lodging and food. In an addition, you might be wander about the carnival and also partake of its many wonders at no cost to you, it also provided you that do not disrupt its shows or cause any other trouble.

Suggested Characteristics

Mainly these tables are optional, those are well suited to Feywild-themed adventurers and are ideal for any character those who has the Witchlight Hand background.

Personality Traits

d8Personality trait
1I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me.
2Like a nomad, I can't settle down in one place for very long.
3Good music makes me weep like a baby.
4Wherever I go, I try to bring a little of the warmth and tranquility of home with me.
5I have never lost my childlike sense of wonder.
6When I have a new idea, I get wildly excited about it until I come up with another, better idea.
7I live by my own set of weird and wonderful rules.
8I can't bring myself to trust most adults.


1Friendship. I never leave a friend behind. (Good)
2Empathy. No creature should be made to suffer. (Good)
3Wanderlust. I prefer to take the less traveled path. (Chaotic)
4Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
5Honor. A deal is a deal, and I would never break one. (Lawful)
6Rule of Three. Everything in the multiverse happens in threes. I see the "rule of three" everywhere. (Lawful)
7Obsession. I won't let go of a grudge. (Evil)
8Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)


1I would never break my word.
2I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.
3I do what I can to protect the natural world.
4A trusted friend is the most important thing in the multiverse to me.
5I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions.
6The Witchlight Carnival feels like home to me.
7I'm drawn to the Feywild and long to return there, if only for a short while.
8I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose.


1I easily lose track of time. My poor sense of time means I'm always late.
2I think the whole multiverse is out to get me.
3I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule.
4I'm a kleptomaniac who covets shiny, sparkling treasure.
5I'm forgetful. Sometimes I can't remember even the simplest things.
6I never give away anything for free and always expect something in return.
7I have many vices and tend to indulge them.
8I'm always changing my mind-well, almost always.

DnD 5E Marine Background

You’re usually trained for the upcoming battles on different forms of sandy beaches and rocky shores. Al though you have already been started the famous midnight rides from the swift ships whose names evoke terror in your adversaries hearts. Do you know what is your second home…the water yes the water is your second home and also the rain your shelter, and the crashing waves your battle cry.

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (land & water)
Languages: None
Equipment: A dagger that belonged to a fallen comrade, a folded rag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a pouch containing 10gp


Hardship Endured

In your past the hardship has forged you into an unstoppable living weapon. However this type of hardship is more essential to you and of course is at the heart of a personal philosophy or even the ethos that guides your actions more frequently. On the following table you can roll in order to determine this hardship or select one that best fits your character.

1You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
2 You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke
3You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
4No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
5For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
6You carried an injured marine for miles to avoid capture and death.


You’re always capable of moving twice the normal amount of time (it’s almost up to 16 hours) each day before being the subject for the effect of a forced march ( you can see “Travel Pace” in chapter 8 of the Player’s Handbook). But in an addition to this you have a chance to automatically, find a safest route for landing a boat on shore, that is provided such a route exists.

Suggested Characteristics

In most cases the marines are looked up to by the other part of soldiers and also respected by their superiors. Of course they are veteran warriors those who never lose composure on the battlefield except in few cases. Of course the Marines those who leave the service which is tend to work as mercenaries, but also their combat experience shall make them excellent adventurers. Even though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.

Personality Trait

d8Personality Trait
1I speak rarely but mean every word I say.
2I laugh loudly and see the humor in stressful situations.
3I prefer to solve problems without violence, but I finish fights decisively.
4I enjoy being out in nature; poor weather never sours my mood.
5I am dependable.
6I am always working on some project or other.
7I become cantankerous and quiet in the rain.
8When the sea is within my sight, my mood is jovial and optimistic.


1Teamwork. Success depends on cooperation and communication. (Good)
2Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
3Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
4Might. The strong train so that they might rule those who are weak. (Evil)
5Bravery. To act when others quake in fear- this is the essence of the warrior. (Any)
6Perseverance. No injury or obstacle can turn me from my goal. (Any)


1I face danger and evil to offset an unredeemable act in my past.
2I. Will. Finish. The. Job.
3I must set an example of hope for those who have given up.
4I'm searching for a fellow marine captured by an elusive enemy.
5Fear leads to tyranny, and both must be eradicated.
6My commander betrayed my unit, and I will have revenge.


1I grow combative and unpredictable when I drink.
2I find civilian life difficult and struggle to say the right thing in social situations.
3My intensity can drive others away.
4I hold grudges and have difficulty forgiving others.
5I become irrational when innocent people are hurt.
6I sometimes stay up all night listening to the ghosts of my fallen enemies.

Pirate DnD 5E Background

Being a pirate 5e background you’re sailed on the seagoing vessel for most of your life time years. In that case, you have been faced down mighty storms, monsters of the deep and also those who would like to sink in your craft to a bottomless depths. Probably, your first love is a distant line of horizon, but mainly the time has arrived for trying your hand at almost new.

You should discuss about the nature of the ship that you’re previously sailed with your DM. Basically that was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?

What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run? Such type of queries were being asked. This pirate dnd 5e background has found in the player’s handbook.

Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Languages: None
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10gp



You were spend your youth under the sway of the dread pirate and a ruthless cutthroat those who was taught you how to survive in the world of the sharks and even the savages. You’ve also been indulged in the larceny on a high seas and even sent more than a deserving soul for a briny grave. The fear and also the bloodshed are no longer to be strangers to you, and even you’ve been garnered a somewhat unsavory reputation in many a port town.

Suppose, if you’ve decided that your sailing career was involved piracy and you can select the Bad Reputation feature below instead of a Ship’s Passage feature.

Suggested Characteristics

Mainly the pirate dnd 5e stats are mentioned below. Mainly the sailors could be a rough lot, but the responsibilities of life on the ship shall make them generally reliable too. The life abroad a ship shapes their outlook and also their forms their most important attachments. You can see the dnd pirate background ideas from one of the below tables now.

Personality Trait

d8Personality traits
1My friends know they can rely on me, no matter what.
2I work hard so that I can play hard when the work is done.
3I enjoy sailing into new ports and making new friends over a flagon of ale.
4I stretch the truth for the sake of a good story.
5To me, a tavern brawl is a nice way to get to know a new city.
6I never pass up a friendly wager.
7My language is as foul as an otyugh nest.
8I like a job well done, especially if I can convince someone else to do it.


1Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2Fairness. We all do the work, so we all share in the rewards. (Lawful)
3Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)
4Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
5People. I'm committed to my crewmates, not to ideals. (Neutral)
6Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)


1I'm loyal to my captain first, everything else second.
2The ship is most important – crewmates and captains come and go.
3I'll always remember my first ship.
4In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
5I was cheated out of my fair share of the profits, and I want to get my due.
6Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.


1I follow orders, even if I think they're wrong.
2I'll say anything to avoid having to do extra work.
3Once someone questions my courage, I never back down no matter how dangerous the situation.
4Once I start drinking, it's hard for me to stop.
5I can't help but pocket loose coins and other trinkets I come across.
6My pride will probably lead to my destruction.

DnD 5E Smuggler Background

This dnd 5e smuggler background has found in the Ghosts of Saltmarsh and it’s description is as followed. On a specific rickety barge, you were carried a hundred longswords in the fish barrels right past a dock master’s oblivious lackeys. However you’ve been paddled a riverboat has been filled with the stolen elven wine under the gaze of the moon and even it sold for twice its value in the morning. In meantime your more charitable times, you have already been transported so many innocents out of the war zones or even you’ve helped guide herd animals for the safety on some of the banks of a burning river.

Skill Proficiencies Athletics, Deception
Tool Proficiencies Vehicles (water)
Equipment A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp

Feature: Down Low

Mainly you are the acquainted with the specific network of smugglers those who are to be willing to help you out of the most difficult situations. While in a specific town, city, or even other similarly sized community (depends on DM’s discretion), of course you and your companions could be stay for free in the safest houses. So the safe houses shall provide a poor lifestyle. While in staying at the safe house, you can simply select to keep up your presence (and that of your companions) a secret.

Claim to Fame

Of course each and every d&d 5e smuggler has that single tale which sets them apart from the most common criminals. By the wits, sailing skill, or a silver tongue, you lived to tell the story—and you should tell it frequently. You can also roll on the below mentioned table for determining your calm or else select one that best fits your character.

1Spirit of the Whale. You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.
2Cart and Sword. You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.
3The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
4River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.
5Gold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.
6Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.

Suggested Characteristics

In most of the general cases, the smugglers value survival, and there after profit, above the other things. Of course one could be a part of the larger organization, or it might run a small smuggling vessel of their own. However many smugglers shall interested to live the lies that they have spoken, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.

Personality Traits

d8Personality Traits
1I love being on the water but hate fishing.
2I think of everything in terms of monetary value.
3I never stop smiling.
4Nothing rattles me; I have a lie for every occasion.
5I love gold but won't cheat a friend.
6I enjoy doing things others believe to be impossible.
7I become wistful when I see the sun rise over the ocean.
8I am no common criminal; I am a mastermind.


1Wealth Heaps of coins in a secure vault is all I dream of. (Any)
2Smuggler's Code I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3All for a Coin I'll do nearly anything if it means I turn a profit. (Evil)
4Peace and Prosperity I smuggle only to achieve a greater goal that benefits my community. (Good)
5People For all my many lies, I place a high value on friendship. (Any)
6Daring I am most happy when risking everything. (Any)


1My vessel was stolen from me, and I burn with the desire to recover it.
2I intend to become the leader of the network of smugglers that I belong to.
3I owe a debt that cannot be repaid in gold.
4After one last job, I will retire from the business.
5I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
6I give most of my profits to a charitable cause, and I don't like to brag about it.


1Lying is reflexive, and I sometimes engage in it without realizing.
2I tend to assess my relationships in terms of profit and loss.
3I believe everyone has a price and am cynical toward those who present themselves as virtuous.
4I struggle to trust the words of others.
5Few people know the real me.
6Though I act charming, I feel nothing for others and don't know what friendship is.

Fisher DnD 5E Background

Being this fisher dnd 5e background you’ve been spent entire life of yours abroad fishing the vessels or the combing of the shallows for the sake of bounty of an ocean. Probably, you’re born into the family of a fisher folk, which is working all the day with your kin in order to feed your village. However, it might be the specific job was a means for an end – a way out of an undesirable circumstance which was forced you to take up life abroad a ship. But regardless of how you’ve began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon too. This background was found in the Ghosts of Saltmarsh.

  • Skill Proficiencies: History, Survival
  • Languages: One of your choice
  • Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp

Harvest the Water

You’ve already gain the advantage on the ability checks of Fisher background which are obviously made by using the fishing tackle. Suppose, if you’ve had an access to a body of water which sustains the marine life, and also you could maintain the moderate lifestyle while you’re working like a fisher, and also you are even capable of catch enough food to feed yourself and even up to ten other people per day.

Fishing Tale

You’re capable of telling the compelling tale, but whether tall or true, for impressing and even entertain the others. So once in a day, you can easily tell your story for willing the listeners. So at a DM’s discretion, and also a number of all those listeners shall become friendly towards you; of course this is not the magical effect, and even it is continued more amicability upon their part depends upon your actions. However you could roll on the below mentioned table to help for determine the theme of your tale or select one that fits best your character. As per this alternatively, work with your DM to make your own fishing tale.

1Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster.
2It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
4Ghost Fish. You are haunted by a ghostly fish that only you can see.
5Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
6It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
7Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.

Suggested Characteristics

May be all the fishers are succeeded just because of if they spend some time at their own jobs. Like, the most of the fishers have a strong work ethic, and also their admiration for others is different like for who earn their living honestly. Even though, the fishers are tend to be superstitious, also forming some attachments for a specific fishing lures or some special fishing spots. Even though they have a connection for the bodies of water in what they fish, and they think poorly of those whose actions adversely affect their livelihood.

Personality Trait

d8Personality Trait
1I am unmoved by the wrath of nature.
2My friends are my crew; we sink or float together.
3I need long stretches of quiet to clear my head.
4Rich folk don't know the satisfaction of hard work.
5I laugh heartily, feel deeply, and fear nothing.
6I work hard; nature offers no handouts.
7I dislike bargaining; state your price and mean it.
8Luck favors me, and I take risks others might not.


1Camaraderie. Good people make even the longest voyage bearable. (Good)
2Luck. Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful)
3Daring. The richest bounty goes to those who risk everything. (Chaotic)
4Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
5Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
6Hard Work. No wave can move a soul hard at work. (Any)


1I lost something important in the deep sea, and I intend to find it.
2Someone else's greed destroyed my livelihood, and I will be compensated.
3I will fish the many famous waters of this land.
4The gods saved me during a terrible storm, and I will honor their gift.
5My destiny awaits me at the bottom of a particular pond in the Feywild.
6I must repay my village's debt.


1I am judgmental, especially of those I deem homebodies or otherwise lazy.
2I become depressed and anxious if I'm away from the sea too long.
3I have lived a hard life and find it difficult to empathize with others.
4I am inclined to tell long-winded stories at inopportune times.
5I work hard, but I play harder.
6I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.

Feylost Backgroud DnD

Here the Witchlight is the home for an extremely varied class of the fey creatures. In d&d 5th edition, this is all where your fey characters shall be shine! However, at a specific time, someone may walk into a wrong portal and end up in the Feywild. So that, in a Wild Beyond the Witchlight, you are capable of having a non-custom background in order to represent your character’s insanity! Now you can learn what this dnd background is good all about at in this Feylost 5E Background guide! Of course this background can be found from the Wild Beyond the Witchlight.

Being a Feylost Backgroud DnD you have been grown up in the Feywild after disappearing from your home plane like a child. Probably, you’re spirited away just by kindly Fey those who thought that you’re destined for the greatest things. Even perhaps you’re stumbled through the Fey crossing by chance at the time of a twilight stroll in a wood. Probably, you were being kidnapped by an evil fey but it has escaped from all of their clutches. However whatever the manner of your disappearance, you are gradually fell under a Feywild’s spell and even learned  some small aspects about the nature of the mercurial tricksters that are dwell there.

Al though, whenever you’re finally returned to your home plane, that time you haven’t been come back unchanged. You’re haunted by a fact Feywild-a mirror world hidden behind of a mere twist of the perception-is simply a hair’s breadth away. Although, all of your memories of the Feywild grow fainter with an each passing day to day of your life, of course your heart would swell by a mixture of fear and the happiness at the prospect of a day venturing back to a Plane of Faerie-your home away from the home.

  • Skill Proficiencies: Deception, Survival
  • Tool Proficiencies: One type of musical instrument
  • Languages: One of your choice of Elvish, Gnomish, Goblin, or Sylvan.
  • Equipment: A musical instrument (one of your choice), a set of traveler’s clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp


Fey Mark

You’re already being transformed in some of the small way by all of your stay in a Feywild and also it has been gained a fey mark, it has been determined by rolling on a fey mark table you can see it in below table.

d8Fey Mark
1Your eyes swirl with iridescent colors.
2You have a sweet scent, like that of nectar or honey
3You have long whiskers like those of a cat.
4Your ears are covered with soft tufts of fur.
5Your skin sparkles in moonlight.
6Flowers either bloom or wilt (your choice) in your presence.
7Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut
8You have a tail like that of a dog or another animal.

Feywild Visitor

Whenever you are in a sound sleep or in a deep trance at the time of your long rest, the spirit of the Feywild may pay you a visit, suppose if a DM wishes it. You must determine a spirit’s form simply by rolling on a Feywild Visitor table. However none of the harm ever come to you like a result of such type of visits, which could be last for few minutes or the hours, and also you would remember each and every visit whenever you wake up. The Conversations which occur with the visitor could contain any number of things, even from any messages and the insights for nonsense and also red herrings, at DM’s discretion only. Of course such type of conversations are always being conducted in a language. You could even understand, even though if a Feywild visitor can’t speaking that language properly in a normal vocabulary.

1Awakened creature (a Beast or an ordinary plant that has had the Awaken spell cast on it)
4Faerie Dragon

Feywild Connection

All of your mannerisms and knowledge of this fey knowledge of the fey customs that are recognized by some natives of the Feywild, those who see you like one of their own. Just because of this, the friendly fey creatures are inclined for your aid if you are lost or need help in the Feywild.

Suggested Characteristics

The below mentioned tables, while they are optional, that are well suited in order to Feywild-themed adventurers and they are ideal for any character those who has the Feylost background.

Personality Traits

d8Personality Trait
1I'm haunted by fey laughter that only I can hear, though I know it's just my mind playing tricks on me.
2Like a nomad, I can't settle down in one place for very long.
3Good music makes me weep like a baby.
4Wherever I go, I try to bring a little of the warmth and tranquility of home with me.
5I have never lost my childlike sense of wonder.
6When I have a new idea, I get wildly excited about it until I come up with another, better idea.
7I live by my own set of weird and wonderful rules.
8I can't bring myself to trust most adults.


1Friendship. I never leave a friend behind. (Good)
2Empathy. No creature should be made to suffer. (Good)
3Wanderlust. I prefer to take the less traveled path. (Chaotic)
4Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)
5Honor. A deal is a deal, and I would never break one. (Lawful)
6Rule of Three. Everything in the multiverse happens in threes. I see the "rule of three" everywhere. (Lawful)
7Obsession. I won't let go of a grudge. (Evil)
8Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil)


1I would never break my word.
2I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it.
3I do what I can to protect the natural world.
4A trusted friend is the most important thing in the multiverse to me.
5I can't bring myself to harm a Fey creature, either because I consider myself one or because I fear the repercussions.
6The Witchlight Carnival feels like home to me.
7I'm drawn to the Feywild and long to return there, if only for a short while.
8I feel indebted to Mister Witch and Mister Light for giving me a home and a purpose.


1I easily lose track of time. My poor sense of time means I'm always late.
2I think the whole multiverse is out to get me.
3I'm always operating under a tight timeline, and I'm obsessed with keeping everything on schedule.
4I'm a kleptomaniac who covets shiny, sparkling treasure.
5I'm forgetful. Sometimes I can't remember even the simplest things.
6I never give away anything for free and always expect something in return.
7I have many vices and tend to indulge them.
8I'm always changing my mind-well, almost always.

DnD 5E Athlete Background

Today we’re going to write an article on dnd 5e athlete background which is available in the Mythic Odysseys of Theros. If you would like to know all about this dnd background then you need to check this article from beginning to end.

Being this 5e backgrounds athletics you always to do strive being perfect of yourself in physically and in execution of everything that you do. However here the thrill of competition lights fire within your blood, even though the roar of a crowd shall lead you to forward. Of course the tales of your exploits would precede you and even they might be open the doors or even loosen the tongues.

However, whether in one of the poleis, in between them, or else among to the nonhuman peoples of Theros, their physical contests and even those who are pursuing them command respect that are bordering on the reverence. Of course the Athletes are arise from all of the walks of life and all the cultures and frequently cross their paths with one another.

  • Skill Proficiencies: Acrobatics, Athletics
  • Languages: One of your choice
  • Tool Proficiencies: Vehicles (Land)
  • Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp

Favored Event

While many of the athletes are practicing different types of games and events, of course most of the excel at the single form of competition. You can also roll or select from an option in the favored Events table for determining the athletic event in which you excel.

d8Favored Event
2Long-distance running
5Chariot or horse race
6Pankration (mixed unarmed combat)
7Hoplite race (racing in full armor with a unit)
8Pentathlon (running, long jump, discus, javelin, wrestling)

Feature: Echoes of Victory

You’ve been attracted many admiration among the spectators, fellow athletes, and also the trainers in a specific region which is hosted your past athletic victories. Whenever you’re visiting any type of settlement within 100 miles of where you grew up, even though there is a 50% chance that you can find someone then there who shall admire you and is interested to provide any information and temporary shelter too.

In between the adventures, you might have the compete in the athletic events sufficient enough for maintaining the comfortable lifestyle, so that as per the “Practicing a Profession” downtime activity in chapter 8 of the Players Handbook.

Suggested Characteristics

As per the 5e backgrounds Athletics suggested characteristics the competition could be forge strong bonds in between the teammates and also the rivals or else the ignite bitter feuds which is burn outside of the arena. Here the Athletes are frequently apply some lessons from the training of them to their lives in general.

Personality Trait

d8Personality Trait
1I feel most at peace during physical exertion, whether exercise or battle.
2I don't like to sit idle.
3I have a daily exercise routine I refuse to break.
4Obstacles exist to be overcome.
5When I see others struggling, I offer to help.
6I love to trade banter and gibes.
7Anything worth doing is worth doing best.
8I get irritated if people praise someone else and not me.


1Competition. I strive to test myself in all things. (Chaotic)
2Triumph. The best part of winning is seeing my rivals brought low. (Evil)
3Camaraderie. The strongest bonds are forged through struggle. (Good)
4People. I strive to inspire my spectators. (Neutral)
5Tradition. Every game has rules, and the playing field must be level. (Lawful)
6Growth. Lessons hide in victory and defeat. (Any)


1My teammates are my family.
2I will overcome a rival and prove myself their better.
3My mistake got someone hurt. Ill never make that mistake again.
4I will be the best for the honor and glory of my home.
5The person who trained me is the most important person in my world.
6I strive to live up to a specific hero's example.


1I indulge in a habit that threatens my reputation or health.
2I'll do absolutely anything to win.
3I ignore anyone who doesn't compete and anyone who loses to me.
4I have lingering pain of old injuries.
5Any defeat or failure on my part is because my opponents cheated.
6I must be the captain of any group I join.

DnD 5e Backgrounds For Monks

In any case while you’re picking any dnd backgrounds and also use that particular one with an explanation of how or else why you are become a monk, there are such fit the class and also the basic theme better than the others. From this article we are going to deeply discuss about Dnd 5e Backgrounds For Monks if you’re also eagerly waiting for this then join with us.

So what backgrounds are good for monks? The Soldier, Sailor, criminal, charlatan or guild artisan become a monk. Of course here i could easily say that i can come up with a story which shall be sense but even though it would be uncommon. Actually, it might significantly represent a change from its direction of the background.

Some others are so much common or direct, like acolyte (when your monk is religion based), hermit, outlander, folk hero and sage. It usually takes very less imagination and backstory in order to pick these, and also your background shall tend to be remain a defining continuation of your story, rather than a life change one.

Best Backgrounds for Monks 5e

Basically, a monk just be regarded like some one who was being trained in a particular place that are dedicated to training monks, that is like normally modelled on the Buddhist monastery. Even though you would have been doing anything else before you are entered this place.

In any case, the alternative way for this monk to work is mechanically for anyone that are trained to fight without armour and with no, or else only some simple weapons, they also have the access to the mystical power source, which is known as Ki in the books, that allows them for being perform the magic-like feats. This even could be linked to any source of the magic.

Of course if you use the entertainer background those who take the Way Of The Drunken Master. Then they would be clown and those who has been turned their clowning for being deadly effect in a combat.

Monk Background DnD

The traveling monk 5e at any age that is requested from a parent to travel with him, his sole duty which was to bring some information and also supplies from the world outside and for improving the distance. However you should be much together very grateful in order to receive a monetary chance which has been forced in order to buy the regular train of brothers and sisters those who accompanies the temple of Masters.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances.
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

The monk has really been an imaginary way of teaching the 5e background of monks which has spent most of the days in their childhood and also the adult Montessori is traveling with a monk with the number of genders and also the races. Of course each and every location that are greatly influenced but a number of additional merchants in order to help the providing an information followed by the deity.

Hit Points

  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Starting Proficiencies

  • Armor: none
  • Weapons: Simple Weapons, shortswords
  • Tools: any one type of artisan’s tools or anyone Musical Instrument of your choice
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Uthgardt Tribe Member Background 5E

So as of this Uthgardt Tribe Member Background 5E , you might have been one and only the most recently arrived in most of the civilized lands, also you’re no stranger for the sake of values of any cooperation and even all of the group efforts when they were striving for the supremacy. Basically, you’ve learned some of these principles, and even many more, like a member of an Uthgardt tribe.

Your people have always been tried to be held to the olden ways only. Also, the tradition and also the taboo had kept the Uthgardt strong because during the kingdoms of the others that have collapsed which into the chaos and ruin. But for the last few years of generations, some of the bands among the tribes were tempted to be settled, and also make peace, trade, and even to build the towns too.

Probably, this why the Uthgar have to be chosen to raise up the totems among of the people like living embodiments of his power. Probably, they needed to be reminder of those who they were and also from where they have come. Actually, the chosen form of this Uthgar led the bands back to the olden ways, and even most of your people abandoned to the soft ways of the civilization.

Actually, you would be grown up in one of those tribes which had been decided to settle down, and then now that they have abandoned that path, you’ve found yourself as adrift. Or of course you might be coming from the segment of the Uthgardt which adheres to the tradition, but you’re always seek to be bring glory to your tribe by achieving such great things like a formidable adventurer.

You can even see the “Uthgardt Tribes and Their Territories” section which has mentioned below for some details on each of the tribe’s territory and also its activities which are effectively help you to choose your affiliation.

Skill Proficiencies

Athletics, Survival

Tool Proficiencies

One type of musical instrument or artisan’s tools


One of your choice


A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler’s clothes, and a pouch containing 10 gp

Feature: Barbarian Tribes of Faerûn

Al though, all of this section can give details about the Uthgardt specifically, either about it or else about the outlander background could be used for the character whose origin could be lies with one of the others barbarian tribes in Faerûn.

You might have been a fair-haired barbarian of the Reghed, could be dwelling in a shadow of the Reghed Glacier in a far most north near to the Icewind dale. You might’ve also been the nomadic Rashemi, also noted for their savage berserkers and also for their masked witches. probably you have hailed from the wood elf tribes in the Chondalwood, or else the magic-hating human tribes of those sweltering jungles of the Chult.

Click on house agent 5e background now then you will get know more about it.

Suggested Characteristics

you can use all the table of outlander dnd background as the basis for your traits and also motivations, even modifying the entries whenever appropriate to suit your identity.


D6Options For Bonds
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the evildoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.


D6Options For Ideal
1Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good: It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3Honor: If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might: The strongest are meant to rule. (Evil)
5Nature: The natural world is more important than all the constructs of civilization. (Neutral)
6Glory: I must earn glory in battle, for myself and my clan. (Any)


D6Options For Flaws
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other races, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Personality Traits

D8Options For Personality Traits
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wolves.

But even if you had have the left your tribe behind (at least for now), you can easily hold to the traditions all of your people. You will not cut down ever a still-living tree and also you may not be countenance like an act being able to be done in the presence of you. Actually, the Uthgardt ancestral mounds -the great hills wherever the tolem spirits were to be defeated by the Uthgar and also wherever the heroes of the tribes were interred-are most sacred to you.

Basically, your bond has been undoubtedly associated with your tribe or else some of the aspect of Uthgardt philosophy or else some culture (probably even Uthgar himself). Your ideal has been a personal choice which most probably hews closely to the ethos of your people and much clearly does not contradict or even compromise what being an Uthgardt can be stands for.

Feature: Uthgardt Tribes and Their Territories

For the sake of most of the Uthgardt Tribes, one of the only stabilities in their history was the site of their ancestral mound. But many of the Uthgardt holy sites have been existed since their antiquity, however the fortunes of those tribes which are revere them have been strongly static. We have mentioned some of the Uthgardt tribes descriptions below.

Blue Bear: Here is the easternmost of this Uthgardt are the blue bear- that means destroyed more than a hundred years ago-who actually had recently emerged from inside a high forest and also reclaimed most of their ancestral mound at a stone stand, simply a south to moon pass and also a north of a forest. Some of these blue bears have been reoccupied much of their old territory in a meantime since they have returned to the prominence, even though they do not venture near Hellgate Keep, by considering it to be a taboo place.

Black Lion and Red Tiger: it is in north of the Blue Bear territory, Glimmering Wood, is the Beorunna’s Well as of a settlement of some of the sizes which are nearer to the ancient ancestral mound of the red tiger tribe. This settlement was to be founded few hours ago by some members of black lion tribe, who has put down roots here but rather than continuing for living like the nomads. Al though the red tigers are very much less than to the comfortable by the tribe, that who has down the roots but here is rather than continuing for living like the nomads. Even though the red tigers are much lesser than comfortable by their current situation, they are considered to be Beorunna as well as their holy site, so they do make the best of those things. The bands of red tiger tribespeople frequently winter in the Beorunna’s Well, and also many of its hunters and also the trappers those use for the settlement like the place for selling the leather and even the furs they could acquire in to their nearby forests.

Sky Pony: In the part of a Glimmerwood which is called them as Moonwood stands the One Stone, also the ancestral mound of the sky pony tribe; these are divided by people; but half of the tribe has also been settled and also built the sizable steading around a Stone, which is almost similar to the what the black actually has done Beorunna’s Well. But some of the other half of this tribe can considers this act like an insult for their totem, that’s why they do launch raids on those settlement, burning as much as its they able to and even then escaping, often on pegasus-back.

Tree Ghost: Within the depth of the deep forest stands the Grandfather tree, and also the ancestral mound of the tree ghost tribe. The tree also ghosts the split off from a Blue Bears long ago and of course about all but disappeared into the forest, although some of the occasional reports can reach the civilization which they are still to be alive and it can sometimes be seen clustered around the Grandfather Tree. Some of the sages postulate which is newly reborn blue bear tribe could well be tree ghost uthgardt those who have been following the call from the revived Blue Bear totem.

Great Worm: Some of the frost hills, even a small southern spike of the spine of the world mountains simply some of the north of the Evermoors, is a site of the great worm carven, even the ancestral mound of this great worm tribe. These kind of Uthgardt are notoriously reclusive; actually, it has almost been twenty years since the tribe has been sent raiding the parties out of anywhere but it is against the ores of the Spine Mountains.

Black Raven: As forbidding as the spine of a World Mountains that they usually roam and the black ravens are fanatical in their adherence to this old Uthgardt ways. Even though Ranging out of the raven rock, by their ancestral mound deep inside of the mountains, they normally have been known to send raiding the parties as long to south as the Silverymoon, al though their most repeated targets are the caravans which are coming in and also out of the Mithral Hall.

Elk: Most of the flink rocks in the midst of the Evermoors is an ancestral mound of the elk tribe. Normally, the elk were once the prolific riders, which are extending to their reach and also into the Nesme even the Mithral Hall, but of course the tribe has shattered the handful of many decades of past by the forces of such type of cities. Even though, their logical numbers have been replenished, the elk could be remain mostly by the hunters and also by the foragers. They normally are masters either by avoiding or by repulsing the threats of the Evermoors and by frequently hiring themselves out like guides for the outsiders.

Thunderbeast: This thunderbeast tribe hasn’t been heard from in many different years. Whenever the Thunderbeasts made of their annual pilgrimage by their chieftain has taken them back into the depths of the High Forest, and also by their they have not emerged since.

Gray Wolf: This type of gray wolf tribe, which has made up of the lycanthropes, it was destroyed by the Selunite crusade just because of the tribes curse. But some of the surviving Gray Wolves have been taken by the shelter among the other Uthgardt tribes.

Griffon: Basically, this griffon tribe has come to an untimely end whenever it rose against to the forces of the Luruar allied by the giants and also by the orcs.

Red Pony and Golden Eagle: As per this red pony and also by this golden eagle tribes which has vanished centuries ago. They had last seen in the vicinity of this one stone, some of the ancestral mound like those tribes shared by the sky pony.

Feature: Uthgardt Heritage

As you can behave you always have the fantastic knowledge about not your tribe’s territory but also about your terrain and natural resources of some rest of the north. You are the most familiar with any of the wilderness area which you could found it as much food and water as you basically would whenever you forage there.

In an extra, you can easily call upon the hospitality of your people, and also those whoever folk allied with your tribe, they frequently including your members of druid circles, tribes of nomadic elves, the Harpers, and even the priesthoods devoted to the gods of the First Circle.

Best Backgrounds For Paladins

Do you know what is the background for paladin? here is our article about this topic today. We will explain about one of the best backgrounds for this paladin dnd 5e class. So why late let us explain and know more about this topic then.

Knight is one of the best background for paladin 5e. Usually a paladin can destroy the weapons any of her enemies as she throws herself into the fray. Now let us discuss some more deep on this topic. So without any further ado let’s start.

Usually it is known for the blend of religion and the combat, the paladins would seek the path of righteousness and even fighting for what is right as per to their faith. Anyways they have the high Wisdom and Charisma, along with their greatest feature that being their ability to smite and even deal an extra damage. However as a sort of blend in between the cleric and the fighter, the paladins are capable of utilize the spells but they are generally seen as the more physical warrior. Even though their Lay on Hands ability– one of that has typically been associated with the spellcasting because of its healing nature –it doesn’t use any spell slots and also restores the hit points that are equal to one’s paladin level x 5.

DnD 5E Backgrounds for Paladin:Knight

It has been considered as a minor paladin noble background, being this you have a sworn to defend the land which has been given you your title. Of course you shall even have a squire, who is more loyal to you and even it is willing to follow your orders until they are not in the constant danger. Most of the times they are the one in change of the performing mundane tasks and also upkeep for the sake you. Even though, as a knight, you are one of the proficient in Athletics and Religion. You’re proficient in two of the additional languages of your choice beyond the Common and any languages your race offers too.

Why This is the best background for Paladins

  1. These paladins are mostly regarded as the noble guardians and also they defenders of a town or the city, more so than the soldiers, which is lend itself to the Knight’s minor nobility status like a protector of a place and its people.
  2. The capability of having the personal coat of arms, which can be used in order to display the belief of the paladin.
  3. All of the knight proficiencies in Athletics and Religion are usually allow for other skills in order to select as the paladin proficiencies.