Players of Dungeons & Dragons tend to focus on their stats to ensure they can kill any dragon they stumble upon in any dungeon. However, more creative players of D&D know roleplaying their characters can help transform their game world into a living, breathing story. Moreover, unique personalities and quirks add much-needed spice to make any Player Character memorable to the rest of the party.
Players might find it easier to make creative characters through the use of Backgrounds. Interestingly, Backgrounds serve as more than just “filler” when creating characters. Backgrounds form the creative backbone that players use to make their characters believable and amazing to play. Which Backgrounds help players make the most creative PCs?
10 Archaeologist
Fans of Lara Croft can embark on their own Tomb Raider adventures as an Archaeologist. Found in Tomb of Annihilation, the Archaeologist becomes an easy way for characters to blend in with almost any campaign theme and setting. After all, their expertise in languages and ancient artifacts may be of use to any storyline involving ancient civilizations. Their interest in these objects easily allows DMs to connect them into the campaign.
As a Background, Archaeologists get another Language specialization. Players can use this to learn languages relevant for ancients in the campaign setting. Meanwhile, their Tool Proficiency can range from navigator’s tools or cartographer’s tools, perfect for journeys. Lastly, they possess History (INT) and Survival (INT) Skill Proficiencies that make them perfect for exploration.
9 Far Traveler
The Far Traveler from the Sword Coast Adventurer’s Guide enables characters to come from far-off regions that DMs can use as a part of the campaign setting. Moreover, a Far Traveler’s nature as a foreigner allows DMs to worldbuild much easier. Additionally, players can easily immerse themselves due to the unknown nature of the game setting from both their eyes and the Far Traveler’s. This option allows players to try more obscure Class options as well.
Despite the lack of any extra Languages, a Far Traveler can specialize in Tools such as Musical Instrument or a Gaming Set. These can spark conversations regarding culture and entertainment. Moreover, their Insight (WIS) and Perception (WIS) serve as great Skill Proficiencies for both exploration and dialogue.
8 Folk Hero
Players who want to become a lowkey celebrity might enjoy the Folk Hero Background from the Player’s Handbook. Normally, Folk Heroes get thrust into an adventure leagues beyond their expectations. Players can twist this concept into a humbling experience for their adventurer who may have gotten way in over their head.
Regardless, Folk Heroes get Vehicles (Land) and an Artisan’s Tool as their Tool Proficiencies, enabling them to explore much easier. Their Survival (WIS) and Animal Handling (WIS) become great assets in explore wilderness settings. Folk Heroes might meet other Folk Heroes and talk about their experiences to help immersion.
7 Gladiator
Players who create Gladiators from the Player’s Handbook often find their characters escaping captivity or earning their freedom from the arena. Players can add interesting twists for this concept. For instance, their Gladiators may have escaped due to an assault in the arena, courtesy of their Big Bad. Their Gladiator may have been a travelling champion sent astray from his tournament due to a storm or a natural calamity.
As a Background, Gladiators get an Unusual Weapon and Disguise Kit as part of their Tool Proficiencies. These allow them to form an alternate “fighting” persona that players can use for character development purposes. Their Performance (CHA) and Acrobatics (DEX) Skill Proficiencies allow them to perform to amuse others or escape deadly obstacles.
6 Inheritor
With an Inheritor, characters get thrust into a life of adventure they may not have chosen. For instance, a mysterious letter may have prompted the Inheritor to seek their birthright. A returning noble might find themselves in the crosshairs of various parties interested in acquiring their inheritance for themselves. These allow DMs to easily integrate sociopolitical elements of the campaign into the adventure.
As a Background, Inheritors get Tool Proficiencies via a Gaming Set and a Musical Instrument. Their experience running away from danger have helped them develop a Skill Proficiency in Survival (WIS). They can also choose one from three INT Skills — Arcana, History, or Religion — to become Proficient in, perfect to help give context to their inheritance.
5 Mercenary Veteran
Players can also play into the “expert with a last mission” archetype courtesy of the Mercenary Veteran. Their character may have been a notorious bandit or mercenary, hired by various parties to complete various nefarious deeds. Their involvement in this campaign might seem as a normal job that would end up being their last. This job may have forced them out of retirement.
As a Mercenary Veteran, characters get Tool Proficiencies in a Gaming Set and Vehicles (Land) to aid them in interactions while travel. Their Persuasion (CHA) and Athletics (STR) Skill Proficiencies reflect in their ability socialize and pursue their target objectives properly.
4 Noble
Nobles in most D&D settings often end up in adventures as part of their exiled status or perhaps as a means to prove their worth to other members of their nobility. Players can spice things up by adding unusual elements to their Noble. For instance, their Noble might serve as part of a delegation to broke peace between warring factions. They might be the lost heir to a kingdom and they’re slowly building power to reclaim what’s truly theirs.
As a Noble, they get another Language and a Tool Proficiency in a Gaming Set. They get Persuasion (CHA) and History (INT) as their Skill Proficiencies, allowing them to navigate most conversations involving political parties in their campaign setting. Nobles work best with characters who have a political stake in the campaign. This setup fits those who want to deal with major NPCs that can influence the outcome of the campaign.
3 Sailor
Sailors give the campaign access to a sea element without the DM having to introduce new factions and parties into the picture. With a Sailor character, the campaigns can start having a water-based setting — something not a lot of campaigns explore. Sailors also give players the ability to establish their character as explorers in the first place.
As a Background, Sailors from the Player’s Handbook get access to Vehicles (Water) and Navigator’s Tools as Tool Proficiencies. They have Perception (WIS) and Athletics (STR) as Skill Proficiencies, reflecting their ability to react quickly and appropriately to unpredictable situations at sea.
2 Secret Identity
Players who want a character playing double agent or spy from one party to the next might opt for a Secret Identity compared to the Spy. Unlike the traditional Spy, characters with Secret Identities need to make an active effort to play their “real” and “fake” identities, and often choosing which ones to show various NPCs. This role becomes perfect for masked vigilantes, political spies, or those who want to keep their identities secret.
As characters with Secret Identity, players give their characters access to a Disguise Kit and Forgery Kit Tool Proficiencies to keep their identities a secret. They get Skill Proficiencies in Stealth (DEX) and Deception (CHA) to ensure they can escape conversations or encounters that may reveal their identities.
1 Urban Bounty Hunter
Urban Bounty Hunters play off the popular bounty hunter stereotype, this time fitting them in urban settings. Unlike hitmen or typical bounty hunters, players can use the Urban Bounty Hunter to make their characters specializing in obtaining information in urban centers. This setup adds a creative spin to campaigns, as this allows characters to specialize in urban settings instead of traditional adventures in the wilderness.
The Bounty Hunter possesses the right tools to fit their expertise. For instance, they can choose between a Gaming Set, Musical Instrument, or Thieves’ Tools as Tool Proficiencies. These allow them to either talk or sneak their way into finding their targets. Likewise, they can choose two Skills Proficiencies to reflect their approach in finding people — Deception (CHA), Insight (WIS), Persuasion (CHA), and Stealth (DEX).
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