Steampunk D&D: Backgrounds

Here is a list of the backgrounds that we either culled from the Player’s Handbook or from the internet. We added possible contacts which will be flushed out as we go along. “I know a guy” is something that the players can pull out later on when they need help (thank you, Dungeon Dudes for the idea).

Airship Pilot

Skill Proficiencies: Perception, acrobatics

Tool Proficiencies: Any two sets of artisan’s tools

Equipment: Goggles, tool belt, a pilot license, and a photoplate depicting someone important

Possible Contacts (pick one): guild artisan, noble, or “I know a guy”

Pilot’s Privilege:  You have distinction as one who can man vehicles of the air as well as other vehicles of similar nature. If you go to obtain a vehicle of such, your credentials to ride it are considered much higher than that of the layman.

Athlete

Skill Proficiencies:  Acrobatics, Athletics

Languages:  One of your choice

Tool Proficiencies:  Land Vehicles

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

Possible Contacts (pick one): innkeeper, council member, or “I know a guy”

Pick a favored sport/event: marathon, wrestling, swimming, etc.

If within 100 miles of where you grew up, there is a 50% chance someone who admires your athletic accomplishments will recognize you and be willing to provide info and/or shelter.

 

Criminal

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves' tools
Languages: None
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp

Possible Contacts (pick one): Bandit captain, bounty hunter, or “I know a guy”

Pick what type of criminal you are: blackmail, burglar, pickpocket, smuggler, killer, fence, spy etc.

Criminal Contact: a reliable and trustworthy contact who acts as your liaison to a network of other criminals

 

Entertainer

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Languages: None
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp

Possible Contacts (pick one): innkeeper, bard, or “I know a guy”

Pick your type of entertainment:  Singing, poetry, acrobat, juggler, storyteller, etc.

You can find free lodging and food by performing in local establishments.  

Farmer

Skill Proficiencies: Animal Handling and Nature

Tool Proficiencies: Land Vehicles and Farm Implements

Equipment: A farm implement (such as a pitchfork or shovel), a set of work clothes or common clothes, a wide brimmed hat, a sack containing 5 gp worth of trade goods, and a belt pouch containing 5 gp 

Possible Contacts (pick one): blacksmith, town guardsman, or “I know a guy”

Pick what type of farmer you are:  orchards, other crops, cattle, sheep, etc.

Of The Land:  you can predict the day’s weather.  You also innately know how to care for animals and plants.

Folk Hero

Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan's tools, vehicles (land)
Languages: None
Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10gp

Possible Contacts (pick one): noble, railroad worker, or “I know a guy”

You started out a normal peasant, but did something that made you a hero in your hometown.  What was it?

You can easily find a place to stay and rest among commoners.

Guild Artisan or Merchant

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp

Possible Contacts (pick one): railroad worker, councilmember, or “I know a guy”

What is your skillset?  Jewelry, blacksmith, carpenter, mason, alchemist, potter, painter, weaver, etc

Guild Membership:  The guild offers you a place to make connections with other artisans, find work, and make connections with more powerful people.

Haunted One

Skill Proficiencies: Choose two of History, Investigation, Religion, or Survival
Tool Proficiencies: None
Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
Equipment: A monster hunter’s pack, and one trinket of special significance .Also gain a set of set of common clothes and 1sp.

Possible Contacts (pick one): town guardsmen, detective, or “I know a guy”

Harrowing Event:  prior to the adventure, your path was defined by one dark, awful event that haunts you still.  What was that event?

Miner

Skill Proficiencies: Athletics, Survival
Languages: Dwarven and Undercommon
Equipment: A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a pouch containing 5gp

Possible Contacts (pick one): railroad worker, guild artisan, or “I know a guy”

You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. 

Noble

Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp

Possible Contacts (pick one): knight, councilmember, or “I know a guy”

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Railroad Worker

Skill Proficiencies: Athletics, Perception

Languages: You know one language of the most common race you work with on the railroad.

Tool Proficiencies: Smith's Tools

Equipment: A token from the place you build railroads at, Smith's Tools, a set of common clothes, and a pouch containing 10gp.

Possible Contacts (pick one): miner, town guardsman, or “I know a guy”

You have worked on the railway for a long time, and you know the ins and outs of locomotives from talking with the train operators. You always know which way is north and always know the time of day.

Since the Modrons use the railroad, you may be looked at suspiciously by others.

Sage

Skill Proficiencies: Arcana, History
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A bottle of ink, a guilt, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp

Possible Contacts (pick one): Bard, noble, or “I know a guy”

Researcher:  If you do not know a piece of information, you often know where or from whom you can find it.

Sailor

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, a set of common clothes, and a pouch containing 10gp

Possible Contacts (pick one): shipwright, innkeeper, or “I know a guy”

If you were a reputable sailor, you can secure free passage on a sailing ship for yourself and your adventuring companions as a favor.

If you are a pirate, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Shipwright 

Skill Proficiencies: History, Perception
Tool Proficiencies: Carpenter's tools, Vehicles (water)
Equipment: A set of well-loved tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler's clothes, and a leather pouch with 10 gp.

Possible Contacts (pick one): sailor, pilot, or “I know a guy”

You can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier.

Soldier

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Languages: None
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or a deck of cards, a set of common clothes, and a pouch containing 10gp

Possible Contacts (pick one): knight, bouncer, or “I know a guy”

Pick your military role (scout, infantry, officer, cavalry, etc)

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Trapper

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Hunting knives, animal traps and cages
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10gp

Possible Contacts (pick one): sailor, guild artisan, or “I know a guy”

Wanderer:  You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

You have advantage to ability checks for tracking.

Urchin

Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves' tools
Languages: None
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10gp

Possible Contacts (pick one): town guardsman, street gang member, or “I know a guy”

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.