Backgrounds

Summary
Native to Drachenjäger, traditional 5e Backgrounds have been replaced with a new set of backgrounds that help familiarize the players with the technology and culture of various types. Each one benefits a play style or compliments character archetypes. Each custom background has features at certain levels, much like subclasses, or classes themselves.

Rookie
The Rookie Background is a very basic one, only granting small, reasonable features in the shape of additional Score Points. Though only having two features to its name, its 10th Level feature grants the player an additional Proficiency Bonus, something which none of the other backgrounds offer. With this, and its base feature in mind, the Rookie Background is both newbie-friendly, and useful for all classes.

Equipment
The Rookie Background starts with very basic equipment.


 * An Empty Traveler's Journal, A Travel Pack, and a wallet containing a decent amount of currency.

Beginner's Boon
At 1st level, you are granted a series of small bonuses.


 * At 1st Level, you have two Ability Score Points that you can use on their stats.
 * If you have a stat with an Ability Score below 10, you can bring that Ability Scores up to 10.
 * When you have an Ability Score Improvement featured in your class, you have 3 Ability Score points you can spend instead of two.

Learned from Experience
At 10th Level, add a +1 to your Proficiency Bonus.

Veteran
Another Background with a basic nature to it, the Veteran Background focuses more on skill proficiency and expertise. Much like the Rookie Background, this one supplies a reasonable series of bonuses to the player, just not in the same way. Native to the Veteran Background, it has a unique equipment option that most others do not. To compliment the Veteran's versatility with their features, a smaller than usual supply of starting equipment, alongside a larger sum of currency has been given to them so that they can invest in tools or items that they know will align with what they want to be proficient in.

Equipment
Veterans start with 2 options of very standard sets of equipment.


 * 1) A Hound Tag Necklace, An empty Traveler's Journal, a Travel Pack, and a wallet containing a decent amount of currency.
 * 2) A Hound Tag Necklace, A Handgun from your home territory, an empty Traveler's Journal, a Travel Pack, and a wallet containing a minimal amount of currency.

Seasoned I
At 1st Level, you are given three bonuses.


 * An additional Skill Proficiency in any Skill you want.
 * Learn one language of your choice.
 * Proficiency in one tool or armour of your choice.

Seasoned II
At 5th Level, you are given two more bonuses.


 * Another additional Skill Proficiency in any Skill you want.
 * Proficiency in another tool or armour of your choice.

Revered Talent
At 10th Level, you now have Expertise in the two skills you've chosen to be proficient in.

Slugger
The first of many dedicated Backgrounds, the Slugger Background is designed for those who seek to carry the trademark Anti-Dragon Rifles with effective results. Sluggers manage the battlefield's more powerful forces, whether it be a dragon or a tank, the power packed by Anti-Dragon Rifles clarifies what kind of targets it should be used on.

Equipment
Sluggers are given 3 options as to what kind of equipment they have on them when they start.


 * 1) An Anti-Dragon Rifle of your home territory, 5 rounds of its respective ammunition, a Travel Pack, and an empty Hunter's Journal.
 * 2) 10 Feet of Camouflage Netting, a Drachopedia, a Travel Pack, and a wallet containing a minimal amount of currency.
 * 3) One case of Anti-Dragon Rifle Parts, a Portable Large Caliber Bullet Press, a Travel Pack, and a Hand Pick.

Field Training
At 1st Level, sufficient training has allowed you to be proficient with Anti-Dragon Rifles. In addition, going prone with Anti-Dragon Rifles equipped is no longer a bonus action, but a free action instead.

Mounted and Loaded
At 5th Level, mounting an Anti-Dragon Rifle or deploying an attached bipod will provide advantage on the attack/damage roll following the mounting action. Once you unmount the Anti-Dragon Rifle, or stop using the bipod, you will no longer have advantage.

Well Informed
At 10th Level, using your Drachopedia is no longer a major action, but rather a bonus action. In addition, the damage bonus from using the Drachopedia is increased by an extra 1d6. At 15th, and 20th Level the extra damage is increased from 1d6, to 1d12, to 1d20.

Ashes to Assets
At 15th Level, you no longer need to manually use an Ammo Press to make new bullets. Simply having the Ammo Press in your inventory will allow you to have an infinite pool of rounds to pull from.

Opening Shot
At 20th Level, if you succeed in hitting your target on the first shot, the damage roll will be critical.

Charter
The Charter Background rewards those who want to know more about the world of Drachenjäger through exploration and discovery. While Charters aren't as actively useful as classes akin to combat, they gain a series of passive features that can support the party when fighting something won't solve their problems. Charters can learn information about their surroundings, traverse terrain with ease, and help the party discover hidden secrets.

Equipment
The Charter does not need to pick from options, and comes equipped with the following:


 * A map of your hometown, a compass, an Empty Charter's Journal, Three Empty Maps, Charter's Tools, a Travel Pack, and a wallet containing a minimal amount of currency.

Knowledgeable
At 1st Level, You have access to a series of features. You have Skill Proficiency in Perception, and Investigation, and proficiency with Charter's Tools. Additionally, when you enter a new establishment, you can make an Intelligence Check to ask the DM a single question about your location. You can also know one additional language. You know how to read, write, communicate, and translate in this language with ease.

Luck of The Needle
At 5th Level, your compass becomes a tool for exploring the unknown. Once per long rest, you can make a straight d20 roll to find a Discovery Site. Additionally, when you're preforming a perception check with a compass in your inventory, add an bonus 1d4 modifier to your roll. The bonus modifier increases at 10th, 15th, and 20th Level, from 1d4, to 2d4, 3d4, and 4d4 respectively.

Guild Initiate
At 10th Level, you're given access to the Charter's Guild. Charter's Guilds are found all over the world, wherever there is an establishment. While you're at a Charter's Guild, you can trade information with other Charters for either gold, or trade with your own information through an Intelligence Save. Additionally, you and your party can take a short or long rest in the lodging at a Charter's Guild, and you can also buy empty maps from them for a discounted price compared to other stores.

Efficient Cartography
At 15th Level, when you make a map of an establishment, or a location, you have expertise in Perception and Investigation Skills while you are in the vicinity of the area you've made a map of. As long as you have the map of that area, you can gain expertise again if you return to it. Additionally, you can traverse any nonmagical terrain within the area you've made a map of with ease.

Around The World
At 20th Level, you gain the ability to travel to any Charter's Guild once per long rest via a streak of light emitted by an enchanted map, so as long as you've made a map of the area where the designated Charter's Guild is. Additionally, you can choose three points around the world that you have made a map of to travel to in the same fashion. You also have the ability to bring your party with you, or travel by yourself, and this action cannot be performed while in combat unless your hidden.

Agon Wastelander
The Agon Wastelander Background compliments those whose characters hail from the drylands of Agon, a cruel, desert wasteland rich with resources, crime, and freedom. To make one's own within the territory lines of Agon, one must first be acquainted with the atmosphere and conditions of the Agonish Territory, and furthermore, the people and government which resides over it. The Agon Wastelander background grants the player with familiarity of a home where survival is key.

Equipment
The Agon Wastelander comes equipped with the following equipment:


 * A Family Heirloom, your choice of either an Agonish Instrument or Board Game, an Empty Traveler's Journal, a Travel Pack, and a wallet containing a minimal amount of Cappa.

Agonish Upbringing
At 1st Level, your Agonish heritage shines. You gain proficiency in speaking and understanding the illusive Agonish Language. Additionally, you're used to the barren desert wasteland of Agon, not requiring Light Clothing or a Canteen to endure the desert's Atmospheric Conditions.

Raised by the Tools
At 5th Level, you have proficiency in Agonish tools and weapons. Additionally, you can re-roll attack rolls 3 times per short or long rest while using Agonish tools and weapons, but if you do re-roll your attacks, you must take the results of your new roll.

Cultural Buff
At 10th Level, having possession of either an Agonish Instrument, or Agonish Board Game in your inventory will give you proficiency in either Performance (Agonish Instrument) or Wisdom Saves (Agonish Board Game), and eating food from Agon vendors or Agonish recipes will give you a maximum of one Inspiration Point per long rest. Eating more than one thing will not stack Inspiration Points, and you will lose your Inspiration Point after a short or long rest.

Dune Drifter
At 15th Level, your ability to traverse the desert terrain is perfected. When in desert terrain, your Speed is increased by 5. You have advantage on initiative checks, and you also have proficiency in Dexterity Saves anywhere, 3 times per long rest. If you already have proficiency in Dexterity Saves, then you have advantage.

Additionally, you can discover hideouts in various locations across the world created and owned by Agonian guilds. You can fast travel to these locations once you discover them, take short or long rests, and store or manage equipment.

Face of the People
At 20th Level, your innate ability to converse with the people of Agon is potent. When talking to Agonish citizens whether it be in hideouts, or on home soil, you have proficiency in Charisma-based checks and saves. As long as you are in Agonish territory, you have the upper-hand in bartering, and influence, and your standing with the people is always on better terms.

You can also recruit Agonish Mercenaries to assist you in your travels, having a maximum of 3 additional party members. These mercenaries have their own stats, and weapons, and will continue to help you as long as they are not killed, incapacitated, or influenced otherwise.

Roman Scholar
The Roman Scholar Background suits the curious. Scholars of the pristine territory of Rome at some point in their lives may decide to leave from their universities to study abroad, finding the fruit of research out there in the continent of Rome, or beyond its borders throughout the world. Roman Scholars make magic easy, by gaining access to the power to research and enchant, Roman Scholars supply the party with a series of benefits.

Equipment
Roman Scholars are equipped with the following:


 * One piece of Roman Technology, a Travel Pack, a Traveler's Journal, and a wallet containing a minimal amount of currency.

Roman Technology
Starting at 1st Level, your equipment allows you to carry one piece of Roman Technology from the start of your adventure. The table below lists all of the possible items you can choose from.

Outbound
At 1st Level, you begin your journey for knowledge with a series of benefits. Having a foundation of research to start with, and curiosity to boot, your travels from the territory of Rome have helped you learn many things, but even then, your ties to home are strong. You have proficiency in Wisdom Saving Throws, and Roman tools/weapons, armour, and technology. Additionally, your curiosity has let you learn much during your expedition, and because of this, you have proficiency in Investigation.

Having played many a game, your Holo-Chess skills are superb to the common folk of Eurom. When challenging Non-Roman residents or players to Holo-Chess, you have advantage.

Student Enchanter
At 5th Level, your practices in the field of magic have improved enough to become useful. By learning the basics of Roman Enchantments, you gain a total of 3 Enchantment Points (EP) to spend when enchanting an item. The item must be magical, and you regain your 3 EP once you've completed a long rest.

Additionally, you can un-enchant objects and regain 1 EP from doing so.

Graduated Enchanter
At 10th Level, you've furthered your studies with enchantments, and can now perform more delicate improvements with ease. You gain an additional 3 EP, making 6 total.

You can also now perform an enchantment during combat as a bonus action. Additionally, your skills at Holo-Chess have improved during your studies, and you can now add your Wisdom Modifier.

Prodigy Enchanter
At 15th Level, your improvements to your studies are substantial, and your efficiency with the art of enchanting has heightened. You gain an additional 3 EP, making 9 total.

Additionally, you can perform two enchantments during combat as a bonus action, and you can also un-enchant items to return 3 EP instead of the 1. Having a Holo-Chess Set in your inventory also increases your Wisdom Score by 1 Score Point.

Master Enchanter
At 20th Level, you've traversed every nook and cranny in the world of Roman Enchantments, and your studies have concluded with the results of becoming a Master in the arts of your studies. Cultivating your studies has allowed you to reach the maximum number of 12 EP, and the ability to strengthen enchantments for double the amount of EP.

Prussianian Wastelander
The Prussianian Wastelander Background hails from the icy domain of the Arctic Drifts, an unforgiving surface of endless snowfall where the cold is your worst enemy. Players can find similar benefits to the Agon Wastelander Background, with many of the goals of embracing culture, and surviving in the territory in mind, you'll get a taste of what its like to be Prussianian.

Equipment
The Prussianian Wastelander Background is equipped with the following items:


 * A Family Heirloom, your choice of either a Prussianian Instrument or Board Game, an Empty Traveler's Journal, a Travel Pack, and a wallet containing a minimal amount of Stal.

Born Survivor
At 1st Level, you inherit the genes of your Prussianian background. You're no stranger to the barren Arctic Drifts, lacking the need for heavy clothing or an Everwarmth Lantern to bare the Atmospheric Conditions. You have proficiency in tools and weapons of Prussianian Origin, and the language of the Prussianian people. When hunting in the wild, you can re-roll your hunting roll if your result is below 10, though you must take the second roll if you decide to re-roll.

Cultured Hunter
At 5th Level, you enjoy the culture of your home, no matter where you are in the world. Eating Hunting Spoils grant you Temporary Hit Points equal to your Hit Dice plus your Constitution Modifier. This benefit does not stack by eating more than once, and disappears after a short or long rest.

Additionally, having possession of a Prussianian Instrument or Board Game in your inventory will give you proficiency in Intimidation (Prussianian Instrument), or Insight (Prussianian Board Game).

Renowned Hunter
At 10th Level, your hunting skills are known by many, and your results are said to be as quality as quality can be. Your face upon the markets of Prussiania is known by merchants and fellow hunters alike, and you're always welcomed to tell stories of your time in the drifts. While in locations of Prussianian ownership, your remarkable status offers you the ability to sell Hunting Spoils for higher prices, and even barter for items instead of being paid in money.

Additionally, you now have proficiency in Survival. If you already have proficiency, you now have expertise.

Home in The Wild
At 15th Level, you no longer require the comfort of home. You can now designate 3 locations as camping grounds anywhere in the world. You can fast travel to each of these locations once per long or short rest. You can also cook Hunting Spoils, safely store items in your inventory at these camps, and take a short or long rest once per session. Your party is also welcome to take advantage of camping grounds.

The Pack Stands Strong
At 20th Level, you've achieved peak status as a hunter, and learned that the most effective way to hunt is together. When you and your party rest at camping grounds, all party members gain an Inspiration Point that can be spent once per session. If you or a party member already has an inspiration point, you will not gain another.

Additionally, other party members who eat your Hunting Spoils will now also gain the same benefit from the Cultured Hunter feature. Lastly, when the entire party is attacking the same enemy, all attack and damage rolls have an additional 2d6 added to them.

Makeshifter
The Makeshifter Background is a unique experience for players who prefer the support route. Mainly hailing from Agon, but found all over the continent, Makeshifters are graduates from Agonish Universities that specialize in teaching the art of makeshifting. By using their surroundings, dismantling for scraps, and building from the bottom up, Makeshifters supply their party with what they need by spending materials to create items that can help in various ways.

Equipment
Makeshifters come equipped with the following items:


 * A scrap bag containing 10 metal, Makeshifter's Tools, An empty Traveler's Journal, a Travel Pack, and a wallet containing a minimal amount of currency.

Simple Makeshifting
At 1st Level, you begin with the ability to create simple objects and items through makeshifting. What classifies as a simple or advanced comes down to the DM's decision, but to give an example; If you were to build a regular spyglass, it would be considered a simple item, as it only has one function and purpose. However, if you wanted to build a magnifying spyglass, or a spyglass that can switch between a regular and a magic lens, that would fall more in line with advanced makeshifting, where there's more to it than just simple usage.

When makeshifting, it requires the following:


 * The needed materials for what you're making.
 * A d20 roll using your intelligence modifier.
 * A minimal of 1 hour in-game.

You can only work on one project at a time, and makeshifting cannot be done during combat. Time and materials needed, though typically listed

Careers of Makeshifting
At 5th Level, you may pick a Makeshifting Career to specialize in. Careers branch into specific kinds of makeshifting, each with their own dedicated form of practice and goal. While some like Reinforcers and Enhancers emphasize on the already impressive support platform the Makeshifter Background stands on, Saboteurs and Trappers focus more on malicious forms of makeshifting like rigging contraptions to explode, or disabling security machines to evade detection. At 5th, 10th, 15th, and 20th Level, all Careers gain features.

Advanced Makeshifting
At 10th Level, you discover the arts of advanced makeshifting, and the ability to craft elaborate designs with more functionality. Whereas Simple Makeshifting allows you to craft simple weapons and tools like swords and snares, Advanced Makeshifting gives the player a wider variety of options. The same rules apply, and building things through Advanced Makeshifting requires more materials as you might expect, however, you can craft more diverse projects, such as crossbows, firearms, and mechanical traps.

Tools of The Trade
At 15th Level, your familiarity with your tools allows you to makeshift with efficiency, reducing the amount of time it takes to makeshift to half an hour in-game. Makeshifting now counts as a short rest, but only when not in combat.

Supply and Demand
At 20th Level, you gain the deed to a factory in a territory of your choosing. The factory supplies any material you need up to 3 times per long rest. The materials are sent to you via a package by any means within reason, and each package contains 1d30 of the requested material. The factory remains as a personal space that can be visited, and inhabited by you, as well as your party, and can even be fast traveled to, as well as used to store items. If needed, your stored items may also be sent via package as one of your factory's 3 daily supply runs.

Prussianian/Britannian Officer
The Prussianian and Britannian Officer backgrounds use an idea previously explored within one of the ranger subclasses, which is the use of familiars/pets that aid the player in various ways. The difference between these two backgrounds is the type of familiar you receive, and how it differs from its territorial equivalent. In the case of the Prussianian Officers, they are accompanied by a ‘Volk’, a creature posing similarities to a wolf. Likewise, Britannian Officers have a ‘Falchion’, something similar to a large falcon.

Equipment
Officers come equipped with the following items:


 * A Ring of Taming, a Beast Whistle, a Hound Tag Necklace, a Travel Pack, an Empty Traveler's Journal, and a wallet containing a minimal amount of currency.

Command Companion
At first level, the player gains the ability to call and dismiss their companion as a bonus action. When called, the companion will make itself present by staying close to the player. While the player has their companion summoned, a series of simple commands can be given to the companion, such as:


 * “Attack that creature”
 * “Search that place”
 * “Stay here”, or “Go there”
 * “Guard this spot”, or “Don’t let anyone in/out of this room”.

And with this, other varying commands the DM considers ‘simple’. Additionally, when a companion’s Hit Points reach 0, they will automatically withdraw from the fight, and the player will not be able to call them back in until after the encounter has ended. The companion will regain their Hit Points after a short or long rest, but if they are summoned after they’ve withdrawn, they’ll have one Hit Point.

Messenger/Pack Mule
At 5th Level, the player’s companion can take and receive items the player gives them and hand them to other creatures within their travel distance, and do the same with other creatures. Some examples may be:


 * A letter to a colleague in hiding
 * Rations or medical supplies to injured party member
 * A key item necessary for progress

Additionally, the companion’s inventory has been doubled, to help their master carry items they don’t have the space for, making it easier to travel without having to leave things in storage.

Rally the Flag
At 10th Level, you can have your companions carry banners that offer different benefits when in a 10 foot range of them.

Banner of The Shield
At 10th Level, you earn the “Banner of The Shield”, which when carried by your companion, will increase all party member’s AC’s by 1, so long as they are in the area of effect.

Banner of The Cross
At 15th Level, you earn the “Banner of The Cross”, which when carried by your companion, will heal all party members by your companion’s Hit Dice every turn, so long as they are in the area of effect.

Banner of The Sword
At 20th Level, you earn the “Banner of The Sword”, which when carried by your companion, will add your companion’s Hit Dice as additional damage to you and your party’s damage rolls, so long as they are in the area of effect.

Like-Minded
At 15th Level, your Ring of Taming is empowered by the bond you’ve created with your companion. Using this ring, you can fully control your companion as if its body was your own. The travel distance from your body whilst controlling your companion has been doubled for the duration of which you are doing so. If your body takes damage whilst you are in control of your companion, you will lose control and your companion will automatically be dismissed.

Hold the Line
At 20th Level, you can send your companion returning to your territory with an urgent request for reinforcements. The caliber of your reinforcements is decided by a 1d10 roll, and will arrive via a one-way teleportation circle. If summoned outside of combat, your reinforcements will arrive within 1 hour of in-session time, but if summoned during an encounter, your reinforcements will arrive after the initiative rotation has finished.