Approved Orion Backgrounds

This document will be upated as backgrounds are approved

Approved Published Material

Player's Handbook
Baldur's Gate: Descent into Avernus
Curse of Strahd1
Ghosts Of Saltmarsh
Sword Coast Adventurer's Guide
Tomb of Annihilation
Tal'Dorei Campaign Setting2
SCAG3
Gambler4
  1. Haunted One only, not Adventurer's League options.
  2. All except Fate-Touched.
  3. Adventure's League
  4. Only one from Acquistions Incorporated allowed

Custom Backgrounds

As laid out in the Player's Handbook, you can create a custom background as per the Customizing a Background section on page 125. You choose, in short:


  • Any two Skill Proficiencies
  • Total of two of your choice from:
    • tool proficiencies
    • gaming set proficiencies
    • instrument proficiencies
    • languages
  • Equipment Package from any other approved background
  • Feature from any other approved background
  • Two personality traits, one ideal, one bond, and one flaw chosen from any other approved background (or ones you invent yourself for your character)

Banned Published Material

Guildmasters' Guide to Ravnica
Acquistions Incorporated
Plane Shift: Amonkhet
Plane Shift Innistrad
Eberron: Rising from the Last War


Features should never be treated as

  • "I can never be arrested."

  • "I get everything for free."

  • "I know everything about this."

  • "I auto succeed on having anyone give me information."

  • "I have a contact that will give me everything."

  • "I know all the nobles names/crimelords/Thieves guild entrances."

They are meant to be

  • A way for RP to continue if one is stuck on where to go in the story or aid them to progress with some knowledge not given to them prior to.

2

Apothecary

You are trained in the harvest and preparation of herbs and reagents to create potions and salves used to cure wounds and basic ailments, and to neutralize poisons. Maybe you attended one of the training programs at the university, or perhaps you completed an apprenticeship under a master apothecary. Did you procture your herbs from the city's terraced farms and greenhouses, or did you travel with a scavenging crew to gather outside of the cities walls?


Skill Proficiencies Medicine and your choice of Nature or Survival
Tool Proficiencies Herbalism kit.
Equipment An herbalism kit, four empty vials, scroll case stuffed full of your notes, a sack, common clothes, and a belt pouch containing 10 gp.
Languages One of your choice.

Feature: Medical Professional

You have a reputation as a healer of the sick, and are often called upon by those who are diseased or injured. By spending a few moments examining a chemical—a vial of liquid, a packet of ground powder, or the like—you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance(such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on.

Carnie

You were a purveyor of entertainment, for ladies and gentlemen, boys and girls, people of all races. You never stayed in one place for long, forever travelling with your chosen "family" of performers, freaks, outcasts, and wanderers. You know how to draw attention, how to misdirect, lead the eye where you want it to go, and inspire wonder in an audience. Your know that your words don't always have to be honest, you just have to make people want to believe. Whether you were born into the life or not, the life of a carnie prepared you well for travel and adventure.


Skill Proficiencies: Persuasion, Sleight Of Hand
Languages: Two of your choice
Equipment: A set of colorful clothes, a dice set or a playing card set, a purse containing 10gp.

Feature: Friends In Low Places

You are used to rubbing elbows with those who don't fit in with society, and you can fit in among them with relative ease. Outcasts see a kindred spirit in you, and are more likely to share information with you, protect you from anyone searching for you or asking about you, and provide you with shelter they have available, unless you've shown yourself to be a danger to them.


Bandit Defector

You were once a bandit, and have since had a change of heart. For whatever reason you are no longer part of that group but still have some insider knowledge.


Skill Proficiencies Perception, Stealth or Sleight of Hand
Tool Proficiencies One type of gaming set, thieves' tools
Languages: One of your choice
Equipment A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Bandit Specialty The Bandit Coalition is a rather loose organization of rogues and brigands, but there is still a degree of specialization within the ranks. This ensures that everyone knows what their job is and lessens confusion in the heat of a robbery. You can select your bandit specialty from the Bandit Specialty table, or roll randomly.

d6 Bandit Specialty
1 Lookouts typically watch the roads for any signs of Perch Guard patrols, signalling the team to bail if a heist looks too risky. They also keep an eye out for potential marks.
2 Lifters are the specialist thieves of an operation. They are usually as adept at pick-pocketing as they are at sneaking up behind a cart to liberate its valuables.
3 Thugs are the muscle of a bandit group, and use their size and strength to intimidate merchants into giving up without a fight. They also keep other bandits in line, at the captain's discretion.
4 Runners are the messengers and scouts of the Coalition, serving to smuggle pilfered goods to fences. Additionally, they pass information throughout the different camps of the organization. Their job often finds them working alone which makes them particularly vulnerable.
5 Hustlers are inveterate con-artists. Through careful planning and execution, their diversions can keep cart drivers occupied just long enough for the lifters to do their work, or create a seamless opening for an ambush.
5 Captains are the glue that holds each bandit team together, providing leadership, and stamping out dissention where necessary, often with force. They are figures that inspire with their skill and bravado.

Feature: Bandit Routes

As someone who once assisted in countless highway robberies, you are familiar with the roads of the Wood and escape paths used by bandits. When you are not in combat, you (and companions you lead) can travel between locations that cut through forested areas twice as fast as your speed would normally allow. You might be able to tell signs of traps or ambush, know the local tricks of the trade against unsuspecting travelers.

3

Beastly Bandit

Your time as a bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.


Skill Proficiencies Animal Handling, Stealth
Tool Proficiencies One type of gaming set, vehicles (land)
Languages: One of your choice
Equipment A set of dark common clothes, pack saddle, burglar's pack and a belt pouch containing 5 gp
Lifestyle Poor

Feature: Black-Market Breeder

You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them. Note: This is a variant of the Criminal Contact feature.

Healer

You work to heal people of all types of ailments, from plagues to broken bones, to sprains and stab wounds. You studied the arts of healing from books or from watching others, and you have done much practical work. Many are better off for the remedies you have administered. You may have worked as part of an organization, devising medicines as a group, or as an individual, healing who you saw fit


Skill Proficiencies Medicine, Investigation
Tool Proficiencies Herbalism Kit, Weaver's Tools.
Equipment Herbalism Kit, a healer's kit, scroll case stuffed full of notes and anatomical diagrams, small set of sharp surgical blades in leather wrappings, a small knife, a set of common clothes, and a belt pouch containing 15gp.

Healing Speciality

Though healers help many people, all have one service that they perform in particular or one group of people that they work with most often. An event such as a plague, natural disaster, or war could also influence what services you performed most regularly. Choose the service you most commonly administered, or roll on the table below:

d8 Healing Speciality
1 Animal attacks
2 Battle wounds
3 Broken bones
4 Common illnesses
5 General aches
6 Infected wounds
7 Infectious diseases
8 Midwifery

Feature: Medical Experience

As a recognized physician it is easier for you to acquire help from the local temple's or know where a place of healing would be. Those that are sickly or in need of a healer would be more inclined to aid you and trust you provided you bare the mark of your trade. They will shelter you or provide an aid but usually seek a favor in return, often that of your own skills to identify illness and possible cause that isn't on a magical level. You can identify wounds, illnesses, infections and other ailments with inspection and know how to fix them. In addition, you know the properties of many herbs and where you can acquire them. Providing a natural cure or remedy that works via your herbalism kit.

Heretic

Once an acolyte or a priest, you came to believe in a doctrine considered heresy by others of your faith, taught to you in secret by other heretics or perhaps born of some other personal experience. Have you kept your beliefs a secret, or are others aware of them? And if so, did you choose to divulge this information or were you found out somehow? If others know of your heretical beliefs, you have likely been excommunicated from your temple. Whatever your story's origins, once others learn of your blasphemy, you are shunned by the faithful.


Skill Proficiencies: Deception, Religion
Languages: Two of your choice
Equipment: A holy symbol (subtly modified to represent your own heretical belief), a prayer book or prayer wheel, vestments, a bottle of invisible ink, a quill, a set of common clothes, and a pouch containing 10 gp.

Feature: Heretical Shelter

As Acolyte's Shelter of the Faithful feature.

Variant Feature: Secret Signs

You know the secret symbology of your cult, which can pop up in some surprising places. Some nobles, influential persons, or even common townsfolk may also be members of your cult, and with a subtle gesture or knowing handshake you can discern who still follows the ways of your dark lord.

Cloisters of your cult may also be hidden across the land, identified by the secret signs and symbols designed to lead the faithful to places of dark worship. Such cloisters sometimes harbor eldritch treasures belonging to the cult. Cloisters with treasure still intact likely contain practicing cultists or guardian monsters.

4

Magewright

In Faerun, magic is a tool that's incorporated into many jobs. There are entirely magical careers, such as the medium or oracle. But much of the time, mundane skill and magic are combined together. A lamplighter can work with mundane lanterns, but also learns the vagaries of maintaining the everbright lanterns that light the city's streets. Chefs often heat and flavor food with a cantrip. A locksmith may learn to cast arcane lock, and an actor may learn thaumaturgy to help project their voice or create stage effects. If you take this background, it is recommended that you play either some sort or caster and/or take Magic Initiate as your free feat, choosing a few spells that would have served you in your line of work.


Skill Proficiencies: Arcana and your choice of Perception or Performance
Tool Proficiencies: One tool set or kit of your choice.
Languages: One of your choice.
Equipment: One set of tools with which you are proficient, a few pages torn from a user manual for an obscure piece of a schema, common clothes, and a belt pouch with 10 gp.

Feature: Arcane Knack

You are you skilled in the practical application of magic to mundane skills and pursuits. You may attempt to discern how to use, disable or bypass a magical object or at least have an educated guess. This goes by appearance or features that the object has, such as handles, a clasp, or holes for placement. You can generally read the runes (if there are any) on it via your proficiency in Arcana, but not determine what spells or magic is in the item. You might be able to trigger the object but the results can be a surprise, yet generally... you had a pretty good guess what the object was made for.


Mechanic

You're familiar with the makes and models of perhaps hundreds of models of machinery gear, and carry with you tools to do most types of mundane repairs. Your skills do not go as far as smithing new parts, nor are you trained in enchanting or imbuing mundane constructs with motion, but you are excellent at keeping things running, tinkering to create new things or fixing firearms. Whether or not you were formally trained, mechanical things come second nature to you. When the moving, physical bits of machinery, especially constructs, break down or malfunction, you're called to do the repairs


Skill Proficiencies Insight, Perception
Tool Proficiencies Tinker's Tools, one type of artisan's tools
Equipment Tinker's tools, a supply of mundane parts (kept with your tools), a bill of sale for a number of tools, welding goggles, and a belt pouch containing 10 gp.

Feature: Trade Ring

Among the streets of the bustling marketplace, you have a small network of vendors from whom you can purchase almost any machinery component, even illegal ones, and often at a marginal discount. This networks consists of a tight-knit group of experts and hobbyists, allied in both common interest and trade. Your merchants would never sell you out; so neither should you.

Mentalist

You are a trained physician in that of the mind. You probably started out as a simple understudy but you've had proper training since then. Maybe you attended one of the training programs at the university or worked in an asylum, or perhaps you completed an apprenticeship under a master physician. Either way, you know more about the mysteries of the humanoid mind than those around you. You can identify wounds and have a strong grasp of the materials and methods needed to attend to them, but it is the mental state of your patients that gives you the cutting edge. Unless you're a fraud from an institute yourself by passing off as normal, either way, you know when things aren't quite right.


Skill Proficiencies: Insight and your choice of Medicine or Deception
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: Equipment A healer's kit, herbalism kit, common clothes, and a belt pouch containing 10 gp.

Feature: Probing Insights

Whether you're a legitimate physician or a fraud, you do know people. You have advantage on any Insight check made to discern a humanoid's neuroses, habits, or any obvious motives behind odd behavior. You won't learn that Jim's sister died last week for example, but you could learn Jim is obviously upset over something, and may be directing that at you.

5

Miner

You have spent a great deal of time in the mines searching for hidden veins of ore, gems, and mineral wealth. As such, you know well the thrill of following the geologic clues hidden in bands of rock and soil to pockets of precious metals or gemstones. You have also cried tears of frustration when the vein of ore that could make you rich and famous petered out after only a few feet, yielding barely enough wealth to pay for repairing your tools before moving on to search another promising claim.


Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Miner's tools
Languages: One of your choice
Equipment: A set of miner's tools, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp.

Feature: Stonecunning

You're an expert at identifying worked stone. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Variant Feature: Deep Delver

You are used to navigating the deep places of the earth. While traveling in an underground environement, your group can't become lost except by magical means.

Mummer

You never performed for fame. You had no expectation of riches. It was enough to get a few coins to pay for a hot meal and a roof over your head. You travelled for a time in the company of a group of mummers, donning your shabby costumes and carrying on your silly plays to entertain the masses. Sometimes you played the valiant knight, sometimes you played the ferocious dragon, and sometimes you played the quack doctor come to revive the loser with a magic potion.


Skill Proficiencies: Performance, Deception
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A set of colorful but shabby clothes, a disguise kit, a (fake) potion of healing, a purse containing 10gp.


Feature: Playing The Fool

You've entertained nobles and peasants alike, and you're quite used to coming off as a silly, unimportant street performer. People don't often ask why a mummer is where they are. You're less likely to be held in suspicion for where you travel, showing up at events, or wandering around, as long as you carry on the act and remain in costume. People may still become suspicious or hostile if they find you in an area that should be absolutely off limits to you (a room that was locked or heavily guarded, etc). You may extend this feature to a group accompanying you, as long as they are also disguised as mummers.

Professor

You have spent a number of years teaching in the highest levels of academia. Whether you were teaching the science of engineering lightning rails, the art of crafting spells, or just teaching gym class, you lived a comfortable, and likely intellectual, life.

You can speak at length on your chosen subject, but you may lack common sense in other areas.


Skill Proficiencies Arcana, History
Languages Two of your choice
Equipment A bottle of black ink, a quill, a small knife, a set of common clothes, and a belt pouch containing 10 gp.

Why I left University
d6 Reason
1 I haven't; I'm on sabbatical, researching in the field.
2 I haven't; classes have been suspended following a disaster at the University that left part of the campus in ruin.
3 I resigned following a deep personal tragedy.
4 I resigned in disgrace over a scandal with a student.
5 I was fired when a rival stole my research and claimed it for himself.
6 I was forced into retirement due to old age.

Feature: Collegiate Connection

You have at least one professional connections within the University. Whether this individual was formerly your student, a fellow professor, or the headmaster himself, he or she can provide insight and information into the University, along with a safe place to retire for up to a month, provided that you concede to handling much of their menial paperwork.

6

Polymorphed

You have lived as a beast for years. Either you were transformed into a beast and back again, or you were born an animal and were transformed into something more. You most likely entered this form unwillingly, but how you came down with this affliction is up to you. A caster with an axe to grind may have cast polymorph or true polymorph for some petty offense committed by you or a loved one. Maybe you unwittingly donned a cursed magic item. Perhaps you activated some arcane trap when you accidentally stumbled into an ancient ruin in the tunnels below the city. You also should decide who or what changed you back into your true form.


Skill Proficiencies: Survival and your choice of Animal Handling or Deception
Languages: Two of your choice
Equipment: A bag of caltrops, a realistic ink drawing of your polymorphed form, a set of common clothes, and a belt pouch with 10 gp.

Feature: Kindred Spirit

Non-hostile creatures of the same type as your previously polymorphed form are inclined to like you. These creatures might help guide you to a place if they know its location, provide you with shelter, or shield you from danger, provided they aren't put directly into harm's way.

Seer

Seers are rare individuals endowed with the gift to see beyond the mundane veil cloaking the world to the truth illuminated by those stars... or at least, they believe this to be so. Cause and effect run in scattered lines to a seer's eyes, linking individuals and events seemingly unrelated to the casual observer. Do you truly possess some means to see the twists of fate? Perhaps it may be so. In any case, you believe this strongly enough that you've convinced others of the veracity of your visions. Your clients seek out your services and regard you with a certain degree of respect, if not awe. Where do you believe your visions come from? The gods? The arcane tumult of the Maelstrom? Or something else entirely...? And perhaps... there might be some truth to your visions and how you get them. A true Seer and not just a hoax.


Skill Proficiencies: Insight, Perception
Tool Proficiencies: One gaming set of your choice
Languages: One of your choice
Equipment: A gaming set of your choice, a token of appreciation from a past client, a set of common clothes, and a belt pouch containing 5 gp


Feature: Glimpse Of Fortune

Using a gaming set (either Tarot, palm reading or false crystalball) of divination, you are able to see a glimpse of a target's future. You must spend one hour in conversation with the subject and consultation with your divination method. At the end of this time you can offer insight into the subject's possible future. These details are always vague, and both the information and its accuracy are up to the DM's discretion. Regardless of the information attained, the reading affords you the chance to gain insight into your subject and possibly enter their good graces.

Variant Feature: Soothsayer

You learn the divination spell and can cast it as a ritual once per week (or quest; whichever is longer). You may ask three questions instead of one. Your answers may not come as an immediate reply but as a dream or another vision later.

Tavernite

You worked in a tavern or were one of its regulars, until one fateful day where it was no longer your second home (or possibly your first home). You fell out of favor with the locals, made a drunken bet to slay a monster, or perhaps your watering hole blew up. Maybe you even made the mistake of sleeping with the proprietor's spouse. Whatever the cause of your sudden departure and into a life of adventure, your favored terrain is 'tavern.'


Skill Proficiencies: Insight and your choice of Persuasion or Intimidation
Tool Proficiencies: Brewer's supplies or one type of gaming set
Languages: One of your choice
Equipment: A set of common clothes, a gaming set or brewer's supplies, and a pouch containing 10 gp.

Feature: Rumormonger

Whether it's by drinking and socializing, or blending in as a waiter/waitress/bartender/etc., you know just how to get the juiciest gossip out of most any tavern or similar establishment. Whenever you're able to spend at least an hour in a tavern (preferably a whole night), you learn of the local rumors. The validity of these rumors is up to the DM's discretion, but you generally get a picture of what the locals at least believe to be true

7

Veterinarian

Most veterinarians tend to the needs of specific types of creatures. You can work with your GM to determine a type of creatures that you work with, or you can choose from or roll on the table below to determine a focus of practice for your character.


Skill Proficiencies Medicine, Nature

Tool Proficiencies Herbalism kit

Languages One of your choice

Equipment A small knife, a healer's kit, an herbalism kit, a set of heavy gloves, a smock to protect clothing, and a pouch containing 15 gp

d8 Focus of Practice
1 Aquatic
2 Companion
3 Equine
4 Exotic beasts
5 Livestock
6 Non-beasts
7 Small beasts
8 Wildlife

Feature: House Call

Anyone who knows of your trade and has a beloved pet or animal companion which has experienced any kind of ailment will welcome you into their home. You can usually find a place to hide, rest, or relax with such a person, and they will shield you from the law or from anyone else who is searching for you, though they will not risk their lives for you. As someone that has knowledge with animals, you have a better chance of identifying animal remains or wounds inflicted by a beast.

8