list: API endpoint for returning a list of backgrounds. retrieve: API endpoint for returning a particular background.

GET /v2/backgrounds/?format=api
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 52,
    "next": "https://api-beta.open5e.com/v2/backgrounds/?format=api&page=2",
    "previous": null,
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/a5e-acolyte/?format=api",
            "key": "a5e-acolyte",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Religion, and either Insight or Persuasion.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "Holy symbol (amulet or reliquary), common clothes, robe, and a prayer book, prayer wheel, or prayer beads.",
                    "type": "equipment"
                },
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Wisdom and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "In small settlements without other resources, your authority may extend to such matters as settling disputes and punishing criminals. You might also be expected to deal with local outbreaks of supernatural dangers such as fiendish possessions, cults, and the unquiet dead. \r\nIf you solve several problems brought to you by members of your faith, you may be promoted (or reinstated) within the hierarchy of your order. You gain the free service of up to 4 acolytes, and direct access to your order’s leaders.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Acolyte Connections\r\n\r\n1. A beloved high priest or priestess awaiting your return to the temple once you resolve your crisis of faith.\r\n2. A former priest—exposed by you as a heretic—who swore revenge before fleeing.\r\n3. The wandering herald who rescued you as an orphan and sponsored your entry into your temple.\r\n4. The inquisitor who rooted out your heresy (or framed you) and had you banished from your temple.\r\n5. The fugitive charlatan or cult leader whom you once revered as a holy person.\r\n6. Your scandalous friend, a fellow acolyte who fled the temple in search of worldly pleasures.\r\n7. The high priest who discredited your temple and punished the others of your order.\r\n8. The wandering adventurer whose tales of glory enticed you from your temple.\r\n9. The leader of your order, a former adventurer who sends you on quests to battle your god’s enemies.\r\n10. The former leader of your order who inexplicably retired to a life of isolation and penance.\r\n\r\n### Acolyte Memento\r\n\r\n1. The timeworn holy symbol bequeathed to you by your beloved mentor on their deathbed.\r\n2. A precious holy relic secretly passed on to you in a moment of great danger.\r\n3. A prayer book which contains strange and sinister deviations from the accepted liturgy.\r\n4.  A half-complete book of prophecies which seems to hint at danger for your faith—if only the other half could be found!\r\n5.  A gift from a mentor: a book of complex theology which you don’t yet understand.\r\n6.  Your only possession when you entered the temple as a child: a signet ring bearing a coat of arms.\r\n7.  A strange candle which never burns down.\r\n8.  The true name of a devil that you glimpsed while tidying up papers for a sinister visitor.\r\n9.  A weapon (which seems to exhibit no magical properties) given to you with great solemnity by your mentor.\r\n10. A much-thumbed and heavily underlined prayer book given to you by the fellow acolyte you admire most.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Acolyte",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/acolyte/?format=api",
            "key": "acolyte",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Insight, Religion",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp",
                    "type": "equipment"
                },
                {
                    "name": "Shelter of the Faithful",
                    "desc": "As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.\r\n\r\nYou might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |\r\n| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |\r\n| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |\r\n| 4 | Nothing can shake my optimistic attitude. |\r\n| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |\r\n| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |\r\n| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |\r\n| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |\r\n| 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |\r\n| 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |\r\n| 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |\r\n| 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |\r\n| 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |\r\n| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |\r\n| 3 | I owe my life to the priest who took me in when my parents died. |\r\n| 4 | Everything I do is for the common people. |\r\n| 5 | I will do anything to protect the temple where I served. |\r\n| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I judge others harshly, and myself even more severely. |\r\n| 2 | I put too much trust in those who wield power within my temple's hierarchy. |\r\n| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |\r\n| 4 | I am inflexible in my thinking. |\r\n| 5 | I am suspicious of strangers and expect the worst of them. |\r\n| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Acolyte",
            "desc": "You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an\r\nintermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric performing sacred rites is not the same thing as channeling divine power.\r\n\r\nChoose a god, a pantheon of gods, or some other quasi-divine being from among those listed in \"Fantasy-Historical Pantheons\" or those specified by your GM, and work with your GM to detail the nature\r\nof your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.",
            "document": "https://api-beta.open5e.com/v2/documents/srd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/artisan/?format=api",
            "key": "artisan",
            "benefits": [
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of artisan’s tools or smith’s tools.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Artisan Connections**\r\n\r\n1. The cruel master who worked you nearly to death and now does the same to other apprentices.\r\n2. The kind master who taught you the trade.\r\n3. The powerful figure who refused to pay for your finest work.\r\n4. The jealous rival who made a fortune after stealing your secret technique.\r\n5. The corrupt rival who framed and imprisoned your mentor.\r\n6. The bandit leader who destroyed your mentor’s shop and livelihood.\r\n7. The crime boss who bankrupted your mentor.\r\n8. The shady alchemist who always needs dangerous ingredients to advance the state of your art.\r\n9. Your apprentice who went missing.\r\n10. The patron who supports your work.\r\n\r\n### **Artisan Mementos**\r\n\r\n1. *Jeweler:* A 10,000 gold commission for a ruby ring (now all you need is a ruby worth 5,000 gold).\r\n2. *Smith:* Your blacksmith's hammer (treat as a light hammer).\r\n3. *Cook:* A well-seasoned skillet (treat as a mace).\r\n4. *Alchemist:* A formula with exotic ingredients that will produce...something.\r\n5. *Leatherworker:* An exotic monster hide which could be turned into striking-looking leather armor.\r\n6. *Mason:* Your trusty sledgehammer (treat as a warhammer).\r\n7. *Potter:* Your secret technique for vivid colors which is sure to disrupt Big Pottery.\r\n8. *Weaver:* A set of fine clothes (your own work).\r\n9. *Woodcarver:* A longbow, shortbow, or crossbow (your own work).\r\n10. *Calligrapher:* Strange notes you copied from a rambling manifesto. Do they mean something?",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Intelligence and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Persuasion, and either Insight or History.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "One set of artisan's tools, traveler's clothes.",
                    "type": "equipment"
                },
                {
                    "name": "Trade Mark",
                    "desc": "When in a city or town, you have access to a fully-stocked workshop with everything you need to ply your trade. Furthermore, you can expect to earn full price when you sell items you have crafted (though there is no guarantee of a buyer).",
                    "type": "feature"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "If you participate in the creation of a magic item (a “master work”), you will gain the services of up to 8 commoner apprentices with the appropriate tool proficiency.",
                    "type": "adventures_and_advancement"
                }
            ],
            "name": "Artisan",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/charlatan/?format=api",
            "key": "charlatan",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Deception, and either Culture, Insight, or Sleight of Hand.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Disguise kit, forgery kit.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Common clothes, disguise kit, forgery kit.",
                    "type": "equipment"
                },
                {
                    "name": "Many Identities",
                    "desc": "You have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all requiring only a few signatures and flourishes to meet the current need. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day’s work.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "If you pull off a long-standing impersonation or false identity with exceptional success, you may eventually legally become that person. If you’re impersonating a real person, they might be considered the impostor. You gain any property and servants associated with your identity.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Charlatan Connections\r\n\r\n1. A relentless pursuer: an inspector who you once made a fool of.\r\n2. A relentless pursuer: a mark you once cheated.\r\n3. A relentless pursuer: a former partner just out of jail who blames you for everything.\r\n4. A former partner now gone straight who couldn’t possibly be coaxed out of retirement.\r\n5. A respected priest or tavernkeeper who tips you off about rich potential marks.\r\n6. The elusive former partner who ratted you out and sent you to jail.\r\n7. A famous noble or politician who through sheer luck happens to bear a striking resemblance to you.\r\n8. The crook who taught you everything and just can’t stay out of trouble.\r\n9. A gullible noble who knows you by one of your former aliases, and who always seems to pop up at inconvenient times.\r\n10. A prominent noble who knows you only under your assumed name and who trusts you as their spiritual advisor, tutor, long-lost relative, or the like.\r\n\r\n### Charlatan Mementos\r\n\r\n1.  A die that always comes up 6.\r\n2. A dozen brightly-colored “potions”.\r\n3. A magical staff that emits a harmless shower of sparks when vigorously thumped.\r\n4. A set of fine clothes suitable for nobility.\r\n5. A genuine document allowing its holder one free release from prison for a non-capital crime.\r\n6. A genuine deed to a valuable property that is, unfortunately, quite haunted.\r\n7. An ornate harlequin mask.\r\n8. Counterfeit gold coins or costume jewelry apparently worth 100 gold (DC 15 Investigation check to notice they’re fake).\r\n9. A sword that appears more magical than it really is (its blade is enchanted with continual flame and it is a mundane weapon).\r\n10. A nonmagical crystal ball.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Charlatan",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/court-servant/?format=api",
            "key": "court-servant",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "History, Insight",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One artisan's tools set of your choice",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of artisan's tools of your choice, a unique piece of jewelry, a set of fine clothes, a handcrafted pipe, and a belt pouch containing 20 gp",
                    "type": "equipment"
                },
                {
                    "name": "Servant's Invisibility",
                    "desc": "The art of excellent service requires a balance struck between being always available and yet unobtrusive, and you've mastered it. If you don't perform a visible action, speak or be spoken to, or otherwise have attention drawn to you for at least 1 minute, creatures nearby have trouble remembering you are even in the room. Until you speak, perform a visible action, or have someone draw attention to you, creatures must succeed on a Wisdom (Perception) check (DC equal to 8 + your Charisma modifier + your proficiency bonus) to notice you. Otherwise, they conduct themselves as though you aren't present until either attention is drawn to you or one of their actions would take them into or within 5 feet of the space you occupy.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Court servants tend to be outwardly quiet and soft-spoken, but their insight into the nuances of conversation and societal happenings is unparalleled. When in crowds or around strangers, most court servants keep to themselves, quietly observing their surroundings and later sharing such observations with those they trust.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | Unless I must speak, I hold my breath while serving others. |\r\n| 2 | It takes all my effort not to show the effusive emotions I feel when I help others. Best to quietly serve. |\r\n| 3 | It's getting harder to tolerate the prejudices of those I serve daily. |\r\n| 4 | Though the old ways are hard to give up, I want to be my own boss. I'll decide my path. |\r\n| 5 | Serving my family and friends is the only thing I truly care about. |\r\n| 6 | City life is killing my soul. I long for the old courtly ways. |\r\n| 7 | It's time for my fellows to wake up and be taken advantage of no longer. |\r\n| 8 | It's the small things that make it all worthwhile. I try to be present in every moment. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Family. My family, whether the one I come from or the one I make, is the thing in this world most worth protecting. (Any) |\r\n| 2 | Service. I am most rewarded when I know I have performed a valuable service for another. (Good) |\r\n| 3 | Sloth. What's the point of helping anyone now that I've been discarded? (Chaotic) |\r\n| 4 | Compassion. I can't resist helping anyone in need. (Good) |\r\n| 5 | Tradition. Life under my master's rule was best, and things should be kept as close to their ideals as possible. (Lawful) |\r\n| 6 | Joy. The pursuit of happiness is the only thing worth serving anymore. (Neutral) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My family needs me to provide for them. They mean everything to me, which means I'll do whatever it takes. |\r\n| 2 | My kin have served this holding and its lords and ladies for generations. I serve them faithfully to make my lineage proud. |\r\n| 3 | I can't read the inscriptions on this odd ring, but it's all I have left of my family and our history of loyal service. |\r\n| 4 | I'm with the best friends a person can ask for, so why do I feel so lonesome and homesick? |\r\n| 5 | I've found a profession where my skills are put to good use, and I won't let anyone bring me down. |\r\n| 6 | I found peace in a special garden filled with beautiful life, but I only have this flower to remind me. Someday I'll remember where to find that garden. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 |\r\n| 2 | I'm afraid of taking risks that might be good for me. |\r\n| 3 | I believe my master's people are superior to all others, and I'm not afraid to share that truth. |\r\n| 4 | I always do as I'm told, even though sometimes I don't think I should. |\r\n| 5 | I know what's best for everyone, and they'd all be better off if they'd follow my advice. |\r\n| 6 | I can't stand seeing ugly or depressing things. I'd much rather think happy thoughts. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Court Servant",
            "desc": "Even though you are independent now, you were once a servant to a merchant, noble, regent, or other person of high station. You are an expert in complex social dynamics and knowledgeable in the history and customs of courtly life. Work with your GM to determine whom you served and why you are no longer a servant: did your master or masters retire and no longer require servants, did you resign from the service of a harsh master, did the court you served fall to a neighboring empire, or did something else happen?",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/crime-syndicate-member/?format=api",
            "key": "crime-syndicate-member",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Deception, plus your choice of one between Sleight of Hand or Stealth.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Thieves’ Cant",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Your choice of one from Thieves’ Tools, Forgery Kit, or Disguise Kit.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of dark common clothes including a hood, a set of tools to match your choice of tool proficiency, and a belt pouch containing 10g.",
                    "type": "equipment"
                },
                {
                    "name": "A Favor In Turn",
                    "desc": "You have gained enough clout within the syndicate that you can call in a favor from your contacts, should you be close enough to a center of syndicate activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed syndicate boss for approval. This favor can take a shape up to the DM’s discretion depending on the request, with varying speeds of fulfillment: If muscle is requested, an NPC syndicate minion can temporarily aid the party. If money is needed, a small loan can be provided. If you’ve been imprisoned, they can look into breaking you free, or paying off the jailer.\r\nThe turn comes when a favor is asked to be repaid. The favor debt can be called in without warning, and many times with intended immediacy. Perhaps the player is called to commit a specific burglary without the option to decline. Maybe they must press a dignitary for a specific secret at an upcoming ball. The syndicate could even request a hit on an NPC, no questions asked or answered. The DM is to provide a debt call proportionate to the favor fulfilled. If a favor is not repaid within a reasonable period of time, membership to the crime syndicate can be revoked, and if the debt is large enough, the player may become the next hit contract to make the rounds.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Use the tables for the Criminal background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a crime syndicate. Your bond is likely associated with your fellow syndicate members or the individual who introduced you to the organization. Your ideal probably involves establishing your importance and indispensability within the syndicate. You joined to improve your livelihood and sense of purpose.",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Crime Syndicate Member",
            "desc": "Whether you grew up in slum-run streets bamboozling foolish gamblers out of their fortune, or spent your youth pilfering loose coin from the pockets of less-attentive travelers, your lifestyle of deceiving-to-survive eventually drew the attention of an organized and dangerous crime syndicate. Offering protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agree to receive the syndicate’s brand and join their ranks.\r\nYou might have been working the syndicate’s lower ranks, wandering the alleys as a simple cutpurse to fill the meager coffers with wayward gold until the opportunity arose to climb the professional ladder. Or you may have become a clever actor and liar whose skill in blending in with all facets of society has made you an indispensable agent of information gathering. Perhaps your technique with a blade and swiftness of action led you to become a feared hitman for a syndicate boss, sending you on the occasional contract to snuff the life of some unfortunate soul who crossed them. Regardless, while the threat of the law is ever looming, the advantages to having a foot in such a powerful cartel can greatly outweigh the paranoia.",
            "document": "https://api-beta.open5e.com/v2/documents/taldorei/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/criminal/?format=api",
            "key": "criminal",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Dexterity and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Stealth, and either Deception or Intimidation.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Common clothes, dark cloak, thieves' tools.",
                    "type": "equipment"
                },
                {
                    "name": "Thieves' Cant",
                    "desc": "You know thieves' cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves' cant can hide a short message within a seemingly innocent statement. A listener who knows thieves' cant understands the message.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Criminal Connections\r\n\r\n1. The master criminal who inducted you into your first gang.\r\n2. The cleric or herald who convinced you to use your skills for good (and who may be legally responsible for your continued good behavior).\r\n3. Your sibling or other relative—who also happens to be a representative of the law.\r\n4. The gang of rascals and pickpockets who once called you their leader.\r\n5. The bounty hunter who has sworn to bring you to justice.\r\n6. Your former partner who made off with all the loot after a big score.\r\n7. The masked courier who occasionally gives you jobs.\r\n8. The crime boss to whom you have sworn loyalty (or to whom you owe an enormous debt).\r\n9. The master thief who once stole something precious from you. \r\n10. The corrupt noble who ruined your once-wealthy family.\r\n\r\n### Criminal Mementos\r\n\r\n1. A golden key to which you haven't discovered the lock.\r\n2. A brand that was burned into your shoulder as punishment for a crime.\r\n3. A scar for which you have sworn revenge.\r\n4. The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox).\r\n5. A gold coin which reappears in your possession a week after you've gotten rid of it.\r\n6. The stolen symbol of a sinister organization; not even your fence will take it off your hands.\r\n7. Documents that incriminate a dangerous noble or politician.\r\n8. The floor plan of a palace.\r\n9. The calling cards you leave after (or before) you strike.\r\n10. A manuscript written by your mentor: *Secret Exits of the World's Most Secure Prisons*.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8 **bandits** at any time.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Gaming set, thieves' tools.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Criminal",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/cultist/?format=api",
            "key": "cultist",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Intelligence and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Religion, and either Arcana or Deception.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "Holy symbol (amulet or reliquary), common clothes, robes, 5 torches.",
                    "type": "equipment"
                },
                {
                    "name": "Forbidden Lore",
                    "desc": "When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek finding the book or paying the being’s price is another matter.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Members of your former order may be hunting you for reenlistment, punishment, or both.\r\nAdditionally, your cult still seeks to open a portal, effect an apotheosis, or otherwise cause catastrophe. Eventually you may have to face the leader of your cult and perhaps even the being you once worshiped.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Cultist Connections\r\n1. The cult leader whom you left for dead.\r\n2. The cleric or herald who showed you the error of your ways.\r\n3. The voice which still speaks to you in dreams.\r\n4. The charismatic cultist whose honeyed words and promises first tempted you.\r\n5. The friend or loved one still in the cult.\r\n6. Your former best friend who now hunts you for your desertion of the cult.\r\n7. The relentless inquisitor who hunts you for your past heresy.\r\n8. The demon which you and your compatriots accidentally unleashed.\r\n9. The self-proclaimed deity who barely escaped from their angry disciples after their magic tricks and fakeries were revealed.\r\n10. The masked cult leader whose identity you never learned, but whose cruel voice you would recognize anywhere.\r\n\r\n### Cultist Mementos\r\n1. The sinister tattoo which occasionally speaks to you.\r\n2. The cursed holy symbol which appears in your possession each morning no matter how you try to rid yourself of it.\r\n3. The scar on your palm which aches with pain when you disobey the will of your former master.\r\n4. The curved dagger that carries a secret enchantment able only to destroy the being you once worshiped.\r\n5. The amulet which is said to grant command of a powerful construct. \r\n6. A forbidden tome which your cult would kill to retrieve. \r\n7. An incriminating letter to your cult leader from their master (a noted noble or politician).\r\n8. A compass which points to some distant location or object.\r\n9. A talisman which is said to open a gateway to the realm of a forgotten god.\r\n10. The birthmark which distinguishes you as the chosen vessel of a reborn god.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Cultist",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/cursed/?format=api",
            "key": "cursed",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Perception, and either Arcana, Nature, or Religion based on the source of your curse.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice.",
                    "type": "language"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "4 days of rations, one person tent, traveler’s clothes",
                    "type": "equipment"
                },
                {
                    "name": "Accursed",
                    "desc": "Whenever you fail at a Deception or Persuasion check, your curse manifests in a manner that you work out with your Narrator ahead of time. The failed check is ignored, and you immediately roll an Intimidation check with which you have expertise, taking the new roll. However, even a successful Intimidation check does not necessarily produce the result you originally intended, as the creatures around you may recoil in fear and distrust. At the Narrator’s discretion, you may keep the expertise die to Intimidation until the end of the scene.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "The entity responsible for your curse may press you to complete specific tasks, such as transporting a mysterious item, defeating a hated enemy, or stealing important documents. Work with your Narrator to determine how your curse is leveraged in these situations. After you complete several such tasks, your infamy grows. You are known by all people within 100 miles of your Prestige Center, many of whom hold you in fearful respect. You and your companions are given a moderate lifestyle in settlements within this area by those who dare not risk your curse.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Cursed Connections\r\n1. Your parent who made the deal and left you cursed for their own ends.\r\n2. A cultist devoted to the entity that cursed you and who reveres you as well.\r\n3. Your childhood romantic interest, ultimately marked in some way by your curse.\r\n4. A childhood friend who pulled away from you when they realized you were cursed.\r\n5. The entity that cursed you.\r\n6. A priest or sage who tried—and failed—to break your curse years ago.\r\n7. The kindly family that took you in out of pity.\r\n8. The law enforcers who see you as a dangerous troublemaker.\r\n9. Another accursed individual with whom you sometimes commiserate.\r\n10. A scholar or researcher obsessed with the entity that cursed you.\r\n\r\n### Cursed Memento\r\n1. A locket or ring once owned by someone who was killed when your curse first manifested.\r\n2. A childhood toy, well worn, which has always been soothing.\r\n3. A torn piece of parchment which may lead you to the person who can break your curse.\r\n4. A weapon or piece of ammunition set aside for the entity that cursed you.\r\n5. A unique scar, discoloration, or other mark on your body which shows your curse.\r\n6. Nightmares brought on by the curse which often wake you, screaming.\r\n7. A charm meant to keep your curse contained. You haven’t noticed an effect.\r\n8. An artistic rendering of the entity that cursed you\r\n9. A flask once given to you as well-meaning consolation.\r\n10. A small knife you used as a child to protect yourself, because no one else would.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Cursed",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-gpg/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/deep-hunter/?format=api",
            "key": "deep-hunter",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Wisdom and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Survival, and either Nature or Stealth.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Leatherworker’s tools.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "chalk, traveler’s clothes, 2 hunting traps",
                    "type": "equipment"
                },
                {
                    "name": "Deep Lore",
                    "desc": "You always have a sense of how deep you are and which direction is north, provided that you’ve traveled in these regions before. You are also generally aware of the physical and political geography of the region (e.g., “the old dwarf colony is this way and those tunnels are part of the wererat pack’s hunting grounds”). You know where relatively safe places to camp are located and you can usually find fresh sources of water.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Once you’ve collected a few trophies from your hunts, people start offering you money in exchange for help against the subterranean monsters plaguing their communities. After a few such bounties, you gain the free service of up to 4 scouts (or scout variants). You can ask them to adventure with you or dispatch them to gather information on distant areas.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Deep Hunter Connections\r\n1. The hunter that saved your life.\r\n2. The rival hunter that pursues the same beast.\r\n3. The rival hunter that took credit for your kill and branded you a liar.\r\n4. The intelligent monster that mocks you every time it escapes your grasp.\r\n5. The community or family that depends on you.\r\n6. The city alchemist that pays well for your trophies.\r\n7. A community of fey, deep gnome, or shadow elves that owe you their lives.\r\n8. A monster you have befriended and sworn to protect.\r\n9. The surface world ruler from whom you’re hiding.\r\n10. The monster that hunts you.\r\n\r\n### Deep Hunter Mementos\r\n1. A prized bow string, arrow, whetstone, or other piece of equipment that has never let you down.\r\n2. A locket containing the picture of a subterranean monster’s victim.\r\n3. An astonishing assortment of unusual jerkies.\r\n4. A scar from the monster that got away.\r\n5. Clothing bedecked with a dozen grisly trophies.\r\n6. A lucky coin you flip when you’re not sure of the way forward.\r\n7. The broken horn or tooth that nearly killed you.\r\n8. A talking monster skull (you hear it talking, anyway).\r\n9. A copper coin taken from a cavern filled with riches; you stumbled across the cavern while lost and have never found your way back.\r\n10. A journal detailing your attempts to find a navigable passage to the Midnight Sea.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Deep Hunter",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ddg/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/desert-runner/?format=api",
            "key": "desert-runner",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Perception, Survival",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Herbalist kit",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "Traveler's clothes, herbalist kit, waterskin, pouch with 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Nomad",
                    "desc": "Living in the open desert has allowed your body to adapt to a range of environmental conditions. You can survive on 1 gallon of water in hot conditions (or 1/2 gallon in normal conditions) without being forced to make Constitution saving throws, and you are considered naturally adapted to hot climates. While in a desert, you can read the environment to predict natural weather patterns and temperatures for the next 24 hours, allowing you to cross dangerous terrain at the best times. The accuracy of your predictions is up to the GM, but they should be reliable unless affected by magic or unforeseeable events, such as distant earthquakes or volcanic eruptions.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Those raised in the desert can be the friendliest of humanoids—knowing allies are better than enemies in that harsh environment—or territorial and warlike, believing that protecting food and water sources by force is the only way to survive.\r\n\r\n| d8 | Personality Trait |\r\n| --- | --- |\r\n| 1 | I'm much happier sleeping under the stars than in a bed in a stuffy caravanserai. |\r\n| 2 | It's always best to help a traveler in need; one day it might be you. | \r\n| 3 | I am slow to trust strangers, but I'm extremely loyal to my friends. | \r\n| 4 | If there's a camel race, I'm the first to saddle up! | \r\n| 5 | I always have a tale or poem to share at the campfire. | \r\n| 6 | I don't like sleeping in the same place more than two nights in a row. | \r\n| 7 | I've been troubled by dreams for the last month. I am determined to uncover their meaning. | \r\n| 8 | I feel lonelier in a crowded city than I do out on the empty desert sands. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Greater Good.** The needs of the whole tribe outweigh those of the individuals who are part of it. (Good) |\r\n| 2 | **Nature.** I must do what I can to protect the beautiful wilderness from those who would do it harm. (Neutral) |\r\n| 3 | **Tradition.** I am duty-bound to follow my tribe's age-old route through the desert. (Lawful) |\r\n 4 | **Change.** Things seldom stay the same and we must always be prepared to go with the flow. (Chaotic) |\r\n| 5 | **Honor.** If I behave dishonorably, my actions will bring shame upon the entire tribe. (Lawful) |\r\n| 6 | **Greed.** Seize what you want if no one gives it to you freely. (Evil) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I am the last living member of my tribe, and I cannot let their deaths go unavenged. |\r\n| 2 | I follow the spiritual path of my tribe; it will bring me to the best afterlife when the time comes. |\r\n| 3 | My best friend has been sold into slavery to devils, and I need to rescue them before it is too late. |\r\n| 4 | A nature spirit saved my life when I was dying of thirst in the desert. |\r\n| 5 | My takoba sword is my most prized possession; for over two centuries, it's been handed down from generation to generation. |\r\n| 6 | I have sworn revenge on the sheikh who unjustly banished me from the tribe. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I enjoy the company of camels more than people. |\r\n| 2 | I can be loud and boorish after a few wineskins. |\r\n| 3 | If I feel insulted, I'll refuse to speak to anyone for several hours. |\r\n| 4 | I enjoy violence and mayhem a bit too much. |\r\n| 5 | You can't rely on me in a crisis. |\r\n| 6 | I betrayed my brother to cultists to save my own skin. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Desert Runner",
            "desc": "You grew up in the desert. As a nomad, you moved from place to place, following the caravan trails. Your upbringing makes you more than just accustomed to desert living—you thrive there. Your family has lived in the desert for centuries, and you know more about desert survival than life in the towns and cities.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/destined/?format=api",
            "key": "destined",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "History, Insight",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "No additional tool proficiencies",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A dagger, quarterstaff, or spear, a set of traveler's clothes, a memento of your destiny (a keepsake from your betrothed, the seal of your destined office, your family signet ring, or similar), a belt pouch containing 15 gp",
                    "type": "equipment"
                },
                {
                    "name": "Reputation of Opportunity",
                    "desc": "Your story precedes you, as does your quest to claim—or run away from—your destiny. Those in positions of power, such as nobles, bureaucrats, rich merchants, and even mercenaries and brigands, all look to either help or hinder you, based on what they think they may get out of it. They're always willing to meet with you briefly to see just how worthwhile such aid or interference might be. This might mean a traveler pays for your passage on a ferry, a generous benefactor covers your group's meals at a tavern, or a local governor invites your adventuring entourage to enjoy a night's stay in their guest quarters. However, the aid often includes an implied threat or request. Some might consider delaying you as long as politely possible, some might consider taking you prisoner for ransom or to do “what's best” for you, and others might decide to help you on your quest in exchange for some future assistance. You're never exactly sure of the associated “cost” of the person's aid until the moment arrives. In the meantime, the open road awaits.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Destined characters might be running toward or away from destiny, but whatever the case, their destiny has shaped them. Think about the impact of your destiny on you and the kind of relationship you have with your destiny. Do you embrace it? Accept it as inevitable? Or do you fight it every step of the way?\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I'm eager to find this destiny and move on with the next stage in my life. |\r\n| 2 | I keep the fire of my hope burning bright. I'm sure this will work out for the best. |\r\n| 3 | Fate has a way of finding you no matter what you do. I'm resigned to whatever they have planned for me, but I'll enjoy my time on the way. |\r\n| 4 | I owe it to myself or to those who helped establish this destiny. I'm determined to follow this through to the end. |\r\n| 5 | I don't know what this path means for me or my future. I'm more afraid of going back to that destiny than of seeing what's out in the world. |\r\n| 6 | I didn't ask for this, and I don't want it. I'm bitter that I must change my life for it. |\r\n| 7 | Few have been chosen to complete this lifepath, and I'm proud to be one of them. |\r\n| 8 | Who can say how this will work out? The world is an uncertain place, and I'll find my destiny when it finds me. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Inevitability.** What's coming can't be stopped, and I'm dedicated to making it happen. (Evil) |\r\n| 2 | **Tradition.** I'm part of a cycle that has repeated for generations. I can't deny that. (Any) |\r\n| 3 | **Defiance.** No one can make me be something I don't want to be. (Any) |\r\n| 4 | **Greater Good.** Completing my duty ensures the betterment of my family, community, or region. (Good) |\r\n| 5 | **Power.** If I can take this role and be successful, I'll have opportunities to do whatever I want. (Chaotic) |\r\n| 6 | **Responsibility.** It doesn't matter if I want it or not; it's what I'm supposed to do. (Lawful) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | The true gift of my destiny is the friendships I make along the way to it. |\r\n| 2 | The benefits of completing this destiny will strengthen my family for years to come. |\r\n| 3 | Trying to alter my decision regarding my destiny is an unthinkable affront to me. |\r\n| 4 | How I reach my destiny is just as important as how I accomplish my destiny. |\r\n| 5 | People expect me to complete this task. I don't know how I feel about succeeding or failing, but I'm committed to it. |\r\n| 6 | Without this role fulfilled, the people of my home region will suffer, and that's not acceptable. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | If you don't have a destiny, are you really special? |\r\n| 2 | But I am the “Chosen One.” |\r\n| 3 | I fear commitment; that's what this boils down to in the end. |\r\n| 4 | What if I follow through with this and I fail? |\r\n| 5 | It doesn't matter what someone else sacrificed for this. I only care about my feelings. |\r\n| 6 | Occasionally—ok, maybe “often”—I make poor decisions in life, like running from this destiny. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Destined",
            "desc": "Duty is a complicated, tangled affair, be it filial, political, or civil. Sometimes, there's wealth and intrigue involved, but more often than not, there's also obligation and responsibility. You are a person with just such a responsibility. This could involve a noble title, an arranged marriage, a family business you're expected to administer, or an inherited civil office. You promised to fulfill this responsibility, you are desperately trying to avoid this duty, or you might even be seeking the person intended to be at your side. Regardless of the reason, you're on the road, heading toward or away from your destiny.\r\n\r\n### Destiny\r\nYou're a person who's running from something or hurtling headfirst towards something, but just what is it? The responsibility or event might be happily anticipated or simply dreaded; either way, you're committed to the path. Choose a destiny or roll a d8 and consult the table below.\r\n\r\n| d8 | Destiny |\r\n|---|---|\r\n| 1 | You are running away from a marriage. |\r\n| 2 | You are seeking your runaway betrothed. |\r\n| 3 | You don't want to take over your famous family business. |\r\n| 4 | You need to arrive at a religious site at a specific time to complete an event or prophecy. |\r\n| 5 | Your noble relative died, and you're required to take their vacant position. |\r\n| 6 | You are the reincarnation of a famous figure, and you're expected to live in an isolated temple. |\r\n| 7 | You were supposed to serve an honorary but dangerous position in your people's military. |\r\n| 8 | Members of your family have occupied a civil office (court scribe, sheriff, census official, or similar) for generations. |",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/diplomat/?format=api",
            "key": "diplomat",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Insight, Persuasion",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "No additional tool proficiencies",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of fine clothes, a letter of passage from a local minor authority or traveling papers that signify you as a traveling diplomat, and a belt pouch containing 20 gp",
                    "type": "equipment"
                },
                {
                    "name": "A Friend in Every Port",
                    "desc": "Your reputation as a peacemaker precedes you, or people recognize your easy demeanor, typically allowing you to attain food and lodging at a discount. In addition, people are predisposed to warn you about dangers in a location, alert you when a threat approaches you, or seek out your help for resolving conflicts between locals.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Diplomats always have kind words and encourage their companions to think positively when encountering upsetting situations or people. Diplomats have their limits, however, and are quick to discover when someone is negotiating in bad faith.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I like to travel, meet new people, and learn about different customs. |\r\n| 2 | I intercede in minor squabbles to find common ground on all sides.|\r\n| 3 | I never disparage others, even when they might deserve such treatment.|\r\n| 4 | I always try to make a new friend wherever I travel, and when I return to those areas, I seek out my friends. |\r\n| 5 | I have learned how to damn with faint praise, but I only use it when someone has irked me. |\r\n| 6 | I am not opposed to throwing a bit of coin around to ensure a good first impression. |\r\n| 7 | Even when words fail at the outset, I still try to calm tempers. |\r\n| 8 | I treat everyone as an equal, and I encourage others to do likewise. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Harmony.** I want everyone to get along. (Good) |\r\n| 2 | **Contractual.** When I resolve a conflict, I ensure all parties formally acknowledge the resolution. (Lawful) |\r\n| 3 | **Selfishness.** I use my way with words to benefit myself the most. (Evil) 4 Freedom. Tyranny is a roadblock to compromise. (Chaotic) |\r\n| 4 | **Freedom.** Tyranny is a roadblock to compromise. (Chaotic) |\r\n| 5 | **Avoidance.** A kind word is preferable to the drawing of a sword. (Any) |\r\n| 6 | **Unity.** It is possible to achieve a world without borders and without conflict. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|------|\r\n| 1 | I want to engineer a treaty with far-reaching effects in the world. |\r\n| 2 | I am carrying out someone else's agenda and making favorable arrangements for my benefactor. |\r\n| 3 | A deal I brokered went sour, and I am trying to make amends for my mistake. |\r\n| 4 | My nation treats everyone equitably, and I'd like to bring that enlightenment to other nations. |\r\n| 5 | A traveling orator taught me the power of words, and I want to emulate that person. |\r\n| 6 | I fear a worldwide conflict is imminent, and I want to do all I can to stop it. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I always start by appealing to a better nature from those I face, regardless of their apparent hostility. |\r\n| 2 | I assume the best in everyone, even if I have been betrayed by that trust in the past. |\r\n| 3 | I will stand in the way of an ally to ensure conflicts don't start. |\r\n| 4 | I believe I can always talk my way out of a problem. |\r\n| 5 | I chastise those who are rude or use vulgar language. |\r\n| 6 | When I feel I am on the verge of a successful negotiation, I often push my luck to obtain further concessions. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Diplomat",
            "desc": "You have always found harmonious solutions to conflict. You might have started mediating family conflicts as a child. When you were old enough to recognize aggression, you sought to defuse it. You often resolved disputes among neighbors, arriving at a fair middle ground satisfactory to all parties.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/dungeon-robber/?format=api",
            "key": "dungeon-robber",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Intelligence and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "History, and either Investigation or Religion.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Cartographers’ tools.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Any six (three of them no longer spoken).",
                    "type": "language"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Cartographers’ tools, miner’s pick, traveler’s clothes, shovel.",
                    "type": "equipment"
                },
                {
                    "name": "Unreliable Intelligence",
                    "desc": "You know conspiracy theorists, armchair historians, disgraced academics, and other people with useful, if unreliable, knowledge. While in a city, once per day you can find an NPC who can make an Intelligence check with a +10 bonus to recall a fact. When you do so, the Narrator secretly rolls a d6. On a 1, your contact’s information is dangerously inaccurate.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "As you build your reputation, shady people approach you with requests to “discover” items of uncertain ownership. After enough successes, a legitimate organization, such as a wizard’s college or esteemed museum, takes an interest in you. They offer you a position, which comes with funding granting a Wealthy lifestyle, access to free spellcasting services, and legal representation when you inevitably run afoul of the law.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll d10, choose, or make up your own.\r\n\r\n### Dungeon Robber Connections\r\n1. A rival who always tries to steal what you rightfully find.\r\n2. A rival who seeks powerful artifacts for evil ends.\r\n3. A fence who can find a buyer for anything.\r\n4. An underworld figure to whom you owe a staggering debt.\r\n5. A master forger who can replicate plausible records of ownership, permissions to restricted areas, and so on.\r\n6. An artist who can make perfect copies of artwork and paintings.\r\n7. A collector who sends you after valuable curios.\r\n8. Authorities who would like to question you about a relic’s mysterious disappearance.\r\n9. An admiring urchin who can get you anywhere in their city.\r\n10. A rambling sage whose bizarre, shocking theories you half believe.\r\n\r\n### Dungeon Robber Mementos\r\n1. A mysterious idol whose origin you seek.\r\n2. A cultural item from equipment.\r\n3. A treasure map with no obvious connection to any known land mass.\r\n4. An ancient piece of machinery that is undoubtedly very powerful, although all it currently does is light up.\r\n5. A rare book that grants an expertise die on checks related to a specific civilization.\r\n6. A gold coin bearing the face of a king who never existed.\r\n7. Identification papers from the institution that has kicked you out.\r\n8. A tablet carved with indecipherable glyphs.\r\n9. A giant-sized key to an unknown door.\r\n10. One piece of a seven-part artifact.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Dungeon Robber",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ddg/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/elemental-warden/?format=api",
            "key": "elemental-warden",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Nature, plus your choice of one between Arcana or Survival.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Herbalism Kit",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A staff, hunting gear (a shortbow with 20 arrows, or a hunting trap), a set of traveler’s clothes, a belt pouch containing 10 gp.",
                    "type": "equipment"
                },
                {
                    "name": "Elemental Harmony",
                    "desc": "Your upbringing surrounded by such strong, wild elemental magics has attuned your senses to the very nature of their chaotic forces, enabling you to subtly bend them to your will in small amounts. You learn the _Prestidigitation_ Cantrip, but can only produce the extremely minor effects below that involve the element of your chosen elemental tribe: \r\n* You create an instantaneous puff of wind strong enough to blow papers off a desk, or mess up someone’s hair (Wind). \r\n* You instantaneously create and control a burst of flame small enough to light or snuff out a candle, a torch, or a small campfire. (Fire). \r\n* You instantaneously create a small rock within your hand, no larger than a gold coin, that turns to dust after a minute (Earth). \r\n* You instantaneously create enough hot or cold water to fill a small glass (Water).",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Use the tables for the Outlander background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your upbringing. Your bond is likely associated with those you respect whom you grew up around. Your ideal probably involves your wanting to understand your place in the world, not just the tribe, and whether you feel your destiny reaches beyond just watching the rift.",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Elemental Warden",
            "desc": "Away from the complex political struggles of the massive cities, you’ve instead been raised to revere and uphold the protection of the natural world, while policing, bending, and guiding the elemental powers that either foster life or destroy it. Living among smaller bands of tribal societies means you have stronger ties to your neighbors than most, and the protection of this way of life is of cardinal importance. Each elemental warden is tethered to one of the four elemental tribes and their villages. You must select one: Fire, Water, Earth, or Wind.\r\nYour upbringing may have prepared you to be a fierce warrior, trained in combat to defend your culture and charge as protectors of the rifts. It’s possible your meditation on the balance of the elements has brought you peace of mind with strength of body as a monk. Perhaps you found strength in bending the elements yourself, joining the ranks of the powerful elemental druids. Regardless, your loyalties ultimately lie with the continued safety of your tribe, and you’ve set out to gather allies to your cause and learn more about the world around you.",
            "document": "https://api-beta.open5e.com/v2/documents/taldorei/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/entertainer/?format=api",
            "key": "entertainer",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Performance, and either Acrobatics, Culture, or Persuasion.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Lute or other musical instrument, costume.",
                    "type": "equipment"
                },
                {
                    "name": "Pay the Piper",
                    "desc": "In any settlement in which you haven't made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Entertainer Connections\r\n1. Your rival, an equally talented performer.\r\n2. The cruel ringleader of the sinister circus where you learned your trade.\r\n3. A noble who wants vengeance for the song you wrote about him.\r\n4. The actor who says that there’s always room in their troupe for you and your companions.\r\n5. The noble who owes you a favor for penning the love poems that won their spouse.\r\n6. Your former partner, a slumming noble with a good ear and bad judgment.\r\n7. The rival who became successful and famous by taking credit for your best work.\r\n8. The highly-placed courtier who is always trying to further your career.\r\n9. A jilted lover who wants revenge. \r\n10. The many tavernkeepers and tailors to whom you owe surprisingly large sums.\r\n\r\n### Entertainer Mementos\r\n\r\n1. Your unfinished masterpiece—if you can find inspiration to overcome your writer's block.\r\n2. Fine clothing suitable for a noble and some reasonably convincing costume jewelry.\r\n3. A love letter from a rich admirer.\r\n4. A broken instrument of masterwork quality—if repaired, what music you could make on it!\r\n5. A stack of slim poetry volumes you just can't sell.\r\n6. Jingling jester's motley.\r\n7. A disguise kit.\r\n8. Water-squirting wands, knotted scarves, trick handcuffs, and other tools of a bizarre new entertainment trend: a nonmagical magic show.\r\n9. A stage dagger.\r\n10. A letter of recommendation from your mentor to a noble or royal court.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Some of your admirers will pay you to plead a cause or smear an enemy. If you succeed at several such quests, your fame will grow. You will be welcome at royal courts, which will support you at a rich lifestyle.",
                    "type": "adventures_and_advancement"
                }
            ],
            "name": "Entertainer",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/escapee-from-below/?format=api",
            "key": "escapee-from-below",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Constitution and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Stealth, and either Perception or Survival.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Thieves’ tools.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Common clothes, thieves’ tools.",
                    "type": "equipment"
                },
                {
                    "name": "Alien Culture",
                    "desc": "Your prolonged captivity has granted you insight into the culture that kept you. You understand their customs, traditions, religion, political ties, and to some extent how they think. You are regarded as an expert in this culture and can usually recall some useful detail when you and your companions face a challenge involving this culture.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "You find yourself drawn to the lands you once escaped. When you return there, you may have an opportunity to right wrongs or take revenge for past injuries. When you do, other escapees may look to you for leadership.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll d10, choose, or make up your own.\r\n\r\n### Escapee from Below Connections\r\n1. The friend and fellow escapee from whom you were separated.\r\n2. The family members who remain in captivity.\r\n3. The cruel overseer who tortured you.\r\n4. Members of an Underland resistance movement.\r\n5. An evil commando squad that hunts escapees.\r\n6. The kindly merchant who took you in when you first reached the surface.\r\n7. A fellow prisoner, still in captivity, who claimed to be an heir to royalty.\r\n8. The prominent merchant or politician you saw making deals with evil creatures in the Underland.\r\n9. A mighty Underland creature with ambitions to conquer the surface world.\r\n10. A ship captain who sails the Midnight Sea.\r\n\r\n### Escapee from Below Mementos\r\n1. A partial map of your escape route.\r\n2. Broken shackles or chains.\r\n3. A precious heirloom, still hidden somewhere in Underland.\r\n4. A delicious recipe (which no one would eat if they knew the ingredients).\r\n5. A compass that points back where you came.\r\n6. Twelve days worth of rations (dried mushrooms).\r\n7. A tattoo that conceals the hidden routes and passwords you used to gain your freedom.\r\n8. A trophy taken from the guard you overcame.\r\n9. A strange board game or toy designed for hands with too many fingers.\r\n10. A telepathic rat or other unusual pet.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Escapee from Below",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ddg/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/exile/?format=api",
            "key": "exile",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Wisdom and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Survival, and either History or Performance.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Traveler's clothes, 10 days rations.",
                    "type": "equipment"
                },
                {
                    "name": "Fellow Traveler",
                    "desc": "You gain an expertise die on Persuasion checks against others who are away from their land of birth.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Exile Connections\r\n1. The companions who shared your exile.\r\n2. The kindly local who taught you Common.\r\n3. The shopkeeper or innkeeper who took you in and gave you work.\r\n4. The hunters from your native land who pursue you.\r\n5. The distant ruler who banished you until you redeem yourself.\r\n6. The community of fellow exiles who have banded together in a city neighborhood.\r\n7. The acting or carnival troupe which took you in.\r\n8. The suspicious authorities who were convinced you were a spy.\r\n9. Your first friend after your exile: a grizzled adventurer who traveled with you.\r\n10. A well-connected and unscrupulous celebrity who hails from your homeland.\r\n\r\n### Exile Mementos\r\n\r\n1. A musical instrument which was common in your homeland.\r\n2. A memorized collection of poems or sagas.\r\n3. A locket containing a picture of your betrothed from whom you are separated.\r\n4. Trade, state, or culinary secrets from your native land.\r\n5. A piece of jewelry given to you by someone you will never see again.\r\n6. An inaccurate, ancient map of the land you now live in.\r\n7. Your incomplete travel journals.\r\n8. A letter from a relative directing you to someone who might be able to help you.\r\n9. A precious cultural artifact you must protect.\r\n10. An arrow meant for the heart of your betrayer.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "You may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as scouts.",
                    "type": "adventures_and_advancement"
                }
            ],
            "name": "Exile",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/farmer/?format=api",
            "key": "farmer",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Wisdom and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Nature, and either Animal Handling or Survival.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Common clothes, shovel, mule with saddlebags, 5 Supply (rations).",
                    "type": "equipment"
                },
                {
                    "name": "Bit and Bridle",
                    "desc": "You know how to stow and transport food. You and one animal under your care can each carry additional Supply equal to your proficiency bonus.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Farmer Connections\r\n\r\n1. The landowner who foreclosed on your family land.\r\n2. The thugs who burned your village.\r\n3. The parents who wait for your return.\r\n4. The strange witch to whom your family owes a debt.\r\n5. The retired adventurer who trained you.\r\n6. The druid who—according to the villagers—laid a drought curse on your land.\r\n7. The village bully who threatened to kill you if you ever returned.\r\n8. The evil wizard who will stop at nothing to take your family heirloom.\r\n9. Your elder sibling who left searching for adventure before you did.\r\n10. The dragon whose foul reek has spoiled your countryside.\r\n\r\n### Farmer Mementos\r\n\r\n1. A strange item you dug up in a field: a key, a lump of unmeltable metal, a glass dagger.\r\n2. The bag of beans your mother warned you not to plant.\r\n3. The shovel, pickaxe, pitchfork, or other tool you used for labor. For you it's a one-handed simple melee weapon that deals 1d6 piercing, slashing, or bludgeoning damage.\r\n4. A debt you must pay.\r\n5. A **mastiff**.\r\n6. Your trusty fishing pole.\r\n7. A corncob pipe.\r\n8. A dried flower from your family garden.\r\n9. Half of a locket given to you by a missing sweetheart.\r\n10. A family weapon said to have magic powers, though it exhibits none at the moment.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "You left the farm for a reason but you still have an eye for land. If you acquire farming property, estates, or domains, you can earn twice as much as you otherwise would from their harvests, or be supported by your lands at a lifestyle one level higher than you otherwise would be.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Land vehicles.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Farmer",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/fate-touched/?format=api",
            "key": "fate-touched",
            "benefits": [
                {
                    "name": "Fortune’s Grace",
                    "desc": "Your fate-touched essence occasionally leads surrounding events to shift in your favor. You gain 1 Luck point, as per the Lucky feat outlined within the Player’s Handbook pg 167. This luck point is used in the same fashion as the feat, and you regain this expended luck point when you finish a long rest. If you already have the Lucky feat, you add this luck point to your total for the feat.",
                    "type": "feature"
                }
            ],
            "name": "Fate-Touched",
            "desc": "Many lives and many souls find their ways through the patterns of fate and destiny, their threads following the path meant for them, oblivious and eager to be a part of the woven essence of history meant for them. Some souls, however, glide forth with mysterious influence, their threads bending the weave around them, toward them, unknowingly guiding history itself wherever they walk. Events both magnificent and catastrophic tend to follow such individuals. These souls often become great rulers and terrible tyrants, powerful mages, religious leaders, and legendary heroes of lore. These are the fate-touched.\nFew fate-touched ever become aware of their prominent nature. Outside of powerful divination magics, it’s extremely difficult to confirm one as fate-touched. There are many communities that regard the status as a terrible omen, treating a confirmed fate-touched with mistrust and fear. Others seek them as a blessing, rallying around them for guidance. Some of renown and power grow jealous, wishing to bend a fate-touched beneath their will, and some stories speak of mages of old attempting to extract or transfer the essence itself.\nPlayers are not intended to select this background, but this is instead provided for the dungeon master to consider for one or more of their players, or perhaps a prominent NPC, as their campaign unfolds. It provides very minor mechanical benefit, but instead adds an element of lore, importance, and fate-bearing responsibility to a character within your story. Being fate-touched overlaps and co-exists with the character’s current background, only adding to their mystique. Consider it for a player character who would benefit from being put more central to the coming conflicts of your adventure, or for an NPC who may require protection as they come into their destiny. Perhaps consider a powerful villain discovering their fate-twisting nature and using it to wreak havoc. All of these possibilities and more can be explored should you choose to include a fate-touched within your campaign.",
            "document": "https://api-beta.open5e.com/v2/documents/taldorei/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/folk-hero/?format=api",
            "key": "folk-hero",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Constitution and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Survival, and either Animal Handling or Nature.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Any artisan's tools except alchemist's supplies, common clothes.",
                    "type": "equipment"
                },
                {
                    "name": "Local Fame",
                    "desc": "Unless you conceal your identity, you're universally recognized and admired near the site of your exploits. You and your companions are treated to a moderate lifestyle in any settlement within 100 miles of your Prestige Center.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Folk Hero Connections\r\n\r\n1. The bard whose song made you legendary and who wants a sequel.\r\n2. Your friend, a traveling merchant whose caravan spreads your fame.\r\n3. A deadly enemy: the heir of the oppressive noble you killed.\r\n4. A deadly enemy: the mother of the monster you killed.\r\n5. A deadly enemy: the leader of the bandits you defeated.\r\n6. A deadly enemy: the tyrant you robbed.\r\n7. A kid who wants to follow your footsteps into danger.\r\n8. The jealous rival who wants to best your monster-slaying prowess, daring deeds, prize pie recipe, or whatever else made your famous.\r\n9. A secret admirer: the heir or heiress of the oppressive noble you defeated.\r\n10. The retired adventurer who trained you and is now in a bit of trouble.\r\n\r\n### Folk Hero Mementos\r\n\r\n1. The mask you used to conceal your identity while fighting oppression (you are only recognized as a folk hero while wearing the mask).\r\n2. A necklace bearing a horn, tooth, or claw from the monster you defeated.\r\n3. A ring given to you by the dead relative whose death you avenged.\r\n4. The weapon you wrestled from the leader of the raid on your village.\r\n5. The trophy, wrestling belt, silver pie plate, or other prize marking you as the county champion.\r\n6. The famous scar you earned in your struggle against your foe.\r\n7. The signature weapon which provides you with your nickname.\r\n8. The injury or physical difference by which your admirers and foes recognize you.\r\n9. The signal whistle or instrument which you used to summon allies and spook enemies.\r\n10. Copies of the ballads and poems written in your honor.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Common folk come to you with all sorts of problems. If you fought an oppressive regime, they bring you tales of injustice. If you fought a monster, they seek you out with monster problems. If you solve many such predicaments, you become universally famous, gaining the benefits of your Local Fame feature in every settled land.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of artisan’s tools, one vehicle.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Folk Hero",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/forest-dweller/?format=api",
            "key": "forest-dweller",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Nature, Survival",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Sylvan",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Woodcarver's tools, Herbalism kit",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of common clothes, a hunting trap, a wood staff, a whetstone, an explorer's pack, and a pouch containing 5 gp",
                    "type": "equipment"
                },
                {
                    "name": "Forester",
                    "desc": "Your experience living, hunting, and foraging in the woods gives you a wealth of experience to draw upon when you are traveling within a forest. If you spend 1 hour observing, examining, and exploring your surroundings while in a forest, you are able to identify a safe location to rest. The area is protected from all but the most extreme elements and from the nonmagical native beasts of the forest. In addition, you are able to find sufficient kindling for a small fire throughout the night.\r\n\r\n### Life-Changing Event\r\nYou have lived a simple life deep in the sheltering boughs of the forest, be it as a trapper, farmer, or villager eking out a simple existence in the forest. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that caused you to leave your home for the wider world. \r\n\r\n| d8 | Event |\r\n|---|---|\r\n| 1 | You were living within the forest when cesspools of magical refuse from a nearby city expanded and drove away the game that sustained you. You had to move to avoid the prospect of a long, slow demise via starvation. |\r\n| 2 | Your village was razed by a contingent of undead. For reasons of its own, the forest and its denizens protected and hid you from their raid. |\r\n| 3 | A roving band of skeletons and zombies attacked your family while you were hunting. |\r\n| 4 | You are an ardent believer in the preservation of the forest and the natural world. When the people of your village abandoned those beliefs, you were cast out and expelled into the forest. |\r\n| 5 | You wandered into the forest as a child and became lost. For inexplicable reasons, the forest took an interest in you. You have faint memories of a village and have had no contact with civilization in many years. |\r\n| 6 | You were your village's premier hunter. They relied on you for game and without your contributions their survival in the winter was questionable. Upon returning from your last hunt, you found your village in ruins, as if decades had passed overnight. |\r\n| 7 | Your quiet, peaceful, and solitary existence has been interrupted with dreams of the forest's destruction, and the urge to leave your home compels you to seek answers. |\r\n| 8 | Once in a hidden glen, you danced with golden fey and forgotten gods. Nothing in your life since approaches that transcendent moment, cursing you with a wanderlust to seek something that could. |",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Forest dwellers tend toward solitude, introspection, and self-sufficiency. You keep your own council, and you are more likely to watch from a distance than get involved in the affairs of others. You are wary, slow to trust, and cautious of depending on outsiders.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I will never forget being hungry in the winter. I field dress beasts that fall to blade or arrow so that I am never hungry again. |\r\n| 2 | I may be alone in the forest, but I am only ever lonely in cities. |\r\n| 3 | Walking barefoot allows me to interact more intuitively with the natural world. |\r\n| 4 | The road is just another kind of wall. I make my own paths and go where I will. |\r\n| 5 | Others seek the gods in temples and shrines, but I know their will is only revealed in the natural world, not an edifice constructed by socalled worshippers. I pray in the woods, never indoors. |\r\n| 6 | What you call personal hygiene, I call an artificially imposed distraction from natural living. |\r\n| 7 | No forged weapon can replace the sheer joy of a kill accomplished only with hands and teeth. |\r\n| 8 | Time lived alone has made me accustomed to talking loudly to myself, something I still do even when others are present. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Change. As the seasons shift, so too does the world around us. To resist is futile and anathema to the natural order. (Chaotic) |\r\n| 2 | Conservation. All life should be preserved and, if needed, protected. (Good) |\r\n| 3 | Acceptance. I am a part of my forest, no different from any other flora and fauna. To think otherwise is arrogance and folly. When I die, it will be as a leaf falling in the woods. (Neutral) |\r\n| 4 | Cull. The weak must be removed for the strong to thrive. (Evil) |\r\n| 5 | Candor. I am open, plain, and simple in life, word, and actions. (Any) |\r\n| 6 | Balance. The forest does not lie. The beasts do not create war. Equity in all things is the way of nature. (Neutral) |\r\n\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | When I lose a trusted friend or companion, I plant a tree upon their grave. |\r\n| 2 | The voice of the forest guides me, comforts me, and protects me. |\r\n| 3 | The hermit who raised me and taught me the ways of the forest is the most important person in my life. |\r\n| 4 | I have a wooden doll, a tiny wickerman, that I made as a child and carry with me at all times. |\r\n| 5 | I know the ways of civilizations rise and fall. The forest and the Old Ways are eternal. |\r\n| 6 | I am driven to protect the natural order from those that would disrupt it. |\r\n\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I am accustomed to doing what I like when I like. I'm bad at compromising, and I must exert real effort to make even basic conversation with other people. |\r\n| 2 | I won't harm a beast without just cause or provocation. |\r\n| 3 | Years of isolated living has left me blind to the nuances of social interaction. It is a struggle not to view every new encounter through the lens of fight or flight. |\r\n| 4 | The decay after death is merely the loam from which new growth springs—and I enjoy nurturing new growth. |\r\n| 5 | An accident that I caused incurred great damage upon my forest, and, as penance, I have placed myself in self-imposed exile. |\r\n| 6 | I distrust the undead and the unliving, and I refuse to work with them. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Forest Dweller",
            "desc": "You are a creature of the forest, born and reared under a canopy of green. You expected to live all your days in the forest, at one with the green things of the world, until an unforeseen occurrence, traumatic or transformative, drove you from your familiar home and into the larger world. Civilization is strange to you, the open sky unfamiliar, and the bizarre ways of the so-called civilized world run counter to the truths of the natural world.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/former-adventurer/?format=api",
            "key": "former-adventurer",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Perception, Survival",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "No additional tool proficiencies",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A dagger, quarterstaff, or shortsword (if proficient), an old souvenir from your previous adventuring days, a set of traveler's clothes, 50 feet of hempen rope, and a belt pouch containing 15 gp",
                    "type": "equipment"
                },
                {
                    "name": "Old Friends and Enemies",
                    "desc": "Your previous career as an adventurer might have been brief or long. Either way, you certainly journeyed far and met people along the way. Some of these acquaintances might remember you fondly for aiding them in their time of need. On the other hand, others may be suspicious, or even hostile, because of your past actions. When you least expect it, or maybe just when you need it, you might encounter someone who knows you from your previous adventuring career. These people work in places high and low, their fortunes varying widely. The individual responds appropriately based on your mutual history, helping or hindering you at the GM's discretion.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Former adventurers bring a level of practical experience that fledgling heroes can't match. However, the decisions, outcomes, successes, and failures of your previous career often weigh heavily on your mind. The past seldom remains in the past. How you rise to these new (or old) challenges determines the outcome of your new career.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I have a thousand stories about every aspect of the adventuring life. |\r\n| 2 | My past is my own, and to the pit with anyone who pushes me about it. |\r\n| 3 | I can endure any hardship without complaint. |\r\n| 4 | I have a list of rules for surviving adventures, and I refer to them often. |\r\n| 5 | It's a dangerous job, and I take my pleasures when I can. |\r\n| 6 | I can't help mentioning all the famous friends I've met before. |\r\n| 7 | Anyone who doesn't recognize me is clearly not someone worth knowing. |\r\n| 8 | I've seen it all. If you don't listen to me, you're going to get us all killed. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Strength.** Experience tells me there are no rules to war. Only victory matters. (Evil) |\r\n| 2 | **Growth.** I strive to improve myself and prove my worth to my companions—and to myself. (Any) |\r\n| 3 | **Thrill.** I am only happy when I am facing danger with my life on the line. (Any) |\r\n| 4 | **Generous.** If I can help someone in danger, I will. (Good) |\r\n| 5 | **Ambition.** I may have lost my renown, but nothing will stop me from reclaiming it. (Chaotic) |\r\n| 6 | **Responsibility.** Any cost to myself is far less than the price of doing nothing. (Lawful) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I will end the monsters who killed my family and pulled me back into the adventuring life. |\r\n| 2 | A disaster made me retire once. Now I will stop it from happening to anyone else. |\r\n| 3 | My old weapon has been my trusted companion for years. It's my lucky charm. |\r\n| 4 | My family doesn't understand why I became an adventurer again, which is why I send them souvenirs, letters, or sketches of exciting encounters in my travels. |\r\n| 5 | I was a famous adventurer once. This time, I will be even more famous, or die trying. |\r\n| 6 | Someone is impersonating me. I will hunt them down and restore my reputation. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | It's all about me! Haven't you learned that by now? |\r\n| 2 | I can identify every weapon and item with a look. |\r\n| 3 | You think this is bad? Let me tell you about something really frightening. |\r\n| 4 | Sure, I have old foes around every corner, but who doesn't? |\r\n| 5 | I'm getting too old for this. |\r\n| 6 | Seeing the bad side in everything just protects you from inevitable disappointment. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Former Adventurer",
            "desc": "As you belted on your weapons and hoisted the pack onto your back, you never thought you'd become an adventurer again. But the heroic call couldn't be ignored. You've tried this once before—perhaps it showered you in wealth and glory or perhaps it ended with sorrow and regret. No one ever said adventuring came with a guarantee of success. Now, the time has come to set off toward danger once again. The reasons for picking up adventuring again vary. Could it be a calamitous threat to the town? The region? The world? Was the settled life not what you expected? Or did your past finally catch up to you? In the end, all that matters is diving back into danger. And it's time to show these new folks how it's done.\r\n\r\n### Reason for Retirement\r\nGiving up your first adventuring career was a turning point in your life. Triumph or tragedy, the reason why you gave it up might still haunt you and may shape your actions as you reenter the adventuring life. Choose the event that led you to stop adventuring or roll a d12 and consult the table below.\r\n\r\n| d12 | Event |\r\n|---|---|\r\n| 1 | Your love perished on one of your adventures, and you quit in despair. |\r\n| 2 | You were the only survivor after an ambush by a hideous beast. |\r\n| 3 | Legal entanglements forced you to quit, and they may cause you trouble again. |\r\n| 4 | A death in the family required you to return home. |\r\n| 5 | Your old group disowned you for some reason. |\r\n| 6 | A fabulous treasure allowed you to have a life of luxury, until the money ran out. |\r\n| 7 | An injury forced you to give up adventuring. |\r\n| 8 | You suffered a curse which doomed your former group, but the curse has finally faded away. |\r\n| 9 | You rescued a young child or creature and promised to care for them. They have since grown up and left. |\r\n| 10 | You couldn't master your fear and fled from a dangerous encounter, never to return. |\r\n| 11 | As a reward for helping an area, you were offered a position with the local authorities, and you accepted. |\r\n| 12 | You killed or defeated your nemesis. Now they are back, and you must finish the job. |",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/freebooter/?format=api",
            "key": "freebooter",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, Survival",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "No additional languages",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Navigator's tools, vehicles (water)",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A pirate flag from your ship, several tattoos, 50 feet of rope, a set of traveler's clothes, and a belt pouch containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "A Friendly Face in Every Port",
                    "desc": "Your reputation precedes you. Whenever you visit a port city, you can always find someone who knows of (or has sailed on) your former ship and is familiar with its captain and crew. They are willing to provide you and your traveling companions with a roof over your head, a bed for the night, and a decent meal. If you have a reputation for cruelty and savagery, your host is probably afraid of you and will be keen for you to leave as soon as possible. Otherwise, you receive a warm welcome, and your host keeps your presence a secret, if needed. They may also provide you with useful information about recent goings-on in the city, including which ships have been in and out of port.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Freebooters are a boisterous lot, but their personalities include freedom-loving mavericks and mindless thugs. Nonetheless, sailing a ship requires discipline, and freebooters tend to be reliable and aware of their role on board, even if they do their own thing once fighting breaks out. Most still yearn for the sea, and some feel shame or regret for past deeds.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I'm happiest when I'm on a gently rocking vessel, staring at the distant horizon. |\r\n| 2 | Every time we hoisted the mainsail and raised the pirate flag, I felt butterflies in my stomach. |\r\n| 3 | I have lovers in a dozen different ports. Most of them don't know about the others. |\r\n| 4 | Being a pirate has taught me more swear words and bawdy jokes than I ever knew existed. I like to try them out when I meet new people. |\r\n| 5 | One day I hope to have enough gold to fill a tub so I can bathe in it. |\r\n| 6 | There's nothing I enjoy more than a good scrap—the bloodier, the better. |\r\n| 7 | When a storm is blowing and the rain is lashing the deck, I'll be out there getting drenched. It makes me feel so alive! |\r\n| 8 | Nothing makes me more annoyed than a badly tied knot. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Freedom.** No one tells me what to do or where to go. Apart from the captain. (Chaotic) |\r\n| 2 | **Greed.** I'm only in it for the booty. I'll gladly stab anyone stupid enough to stand in my way. (Evil) |\r\n| 3 | **Comradery.** My former shipmates are my family. I'll do anything for them. (Neutral) |\r\n| 4 | **Greater Good.** No man has the right to enslave another, or to profit from slavery. (Good) |\r\n| 5 | **Code.** I may be on dry land now, but I still stick to the Freebooter's Code. (Lawful) |\r\n| 6 | **Aspiration.** One day I'll return to the sea as the captain of my own ship. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | Anti-slavery pirates rescued me from a slave ship. I owe them my life. |\r\n| 2 | I still feel a deep attachment to my ship. Some nights I dream her figurehead is talking to me. |\r\n| 3 | I was the ship's captain until the crew mutinied and threw me overboard to feed the sharks. I swam to a small island and survived. Vengeance will be mine! |\r\n| 4 | Years ago, when my city was attacked, I fled the city on a small fleet bound for a neighboring city. I arrived back in the ruined city a few weeks ago on the same ship and can remember nothing of the voyage. |\r\n| 5 | I fell asleep when I was supposed to be on watch, allowing our ship to be taken by surprise. I still have nightmares about my shipmates who died in the fighting. |\r\n| 6 | One of my shipmates was captured and sold into slavery. I need to rescue them. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I'm terrified by the desert. Not enough water, far too much sand. |\r\n| 2 | I drink too much and end up starting barroom brawls. |\r\n| 3 | I killed one of my shipmates and took his share of the loot. |\r\n| 4 | I take unnecessary risks and often put my friends in danger. |\r\n| 5 | I sold captives taken at sea to traders. |\r\n| 6 | Most of the time, I find it impossible to tell the truth. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Freebooter",
            "desc": "You sailed the seas as a freebooter, part of a pirate crew. You should come up with a name for your former ship and its captain, as well as its hunting ground and the type of ships you preyed on. Did you sail under the flag of a bloodthirsty captain, raiding coastal communities and putting everyone to the sword? Or were you part of a group of former slaves turned pirates, who battle to end the vile slave trade? Whatever ship you sailed on, you feel at home on board a seafaring vessel, and you have difficulty adjusting to long periods on dry land.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/gambler/?format=api",
            "key": "gambler",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Deception, and either Insight or Sleight of Hand.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Fine clothes, dice set, playing card set.",
                    "type": "equipment"
                },
                {
                    "name": "Lady Luck",
                    "desc": "Each week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week's winnings (1–2: poor, 3–5: moderate, 6: rich).",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Gambler Connections\r\n1. The mentor you have now surpassed.\r\n2. The duelist who will never forgive you for fleecing them.\r\n3. The legendary gambler you aspire to beat.\r\n4. The friendly rival who always keeps you on your toes.\r\n5. The noble who publicly accused you of cheating.\r\n6. An ink-stained academic who wants you to test a risky theory about how to beat the house.\r\n7. The gang leader who would rather kill you than pay up.\r\n8. The kid who strives to emulate you. \r\n9. The cardsharp rival who cheats to win.\r\n10. The rival who won something from you that you want back.\r\n\r\n### Gambler Mementos\r\n\r\n1. Gambling debts owed you by someone who's gone missing.\r\n2. Your lucky coin that you've always won back after gambling it away.\r\n3. The deeds to a monster-infested copper mine, a castle on another plane of existence, and several other valueless properties.\r\n4. A pawn shop ticket for a valuable item—if you can gather enough money to redeem it.\r\n5. The hard-to-sell heirloom that someone really wants back.\r\n6. Loaded dice or marked cards. They grant advantage on gambling checks when used, but can be discovered when carefully examined by someone with the appropriate tool proficiency (dice or cards).\r\n7. An invitation to an annual high-stakes game to which you can't even afford the ante.\r\n8. A two-faced coin.\r\n9. A torn half of a card—a long-lost relative is said to hold the other half.\r\n10. An ugly trinket that its former owner claimed had hidden magical powers.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Once you've had more than your fair share of lucky throws, you attract the attention of richer opponents. You add +1 to all your lucky throws. Additionally, you and your friends may be invited to exclusive games with more at stake than money.",
                    "type": "adventures_and_advancement"
                }
            ],
            "name": "Gambler",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/gamekeeper/?format=api",
            "key": "gamekeeper",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Animal Handling, Persuasion",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Leatherworker's tools",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of leatherworker's tools, a hunting trap, fishing tackle, a set of traveler's clothes, and a belt pouch containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Confirmed Guildmember",
                    "desc": "As a recognized member of the Gamekeepers' Guild, you are knowledgeable in the care, training, and habits of animals used for hunting. With 30 days' of work and at least 2 gp for each day, you can train a raptor, such as a hawk, falcon, or owl, or a hunting dog, such as a hound, terrier, or cur, to become a hunting companion. Use the statistics of an owl for the raptor and the statistics of a jackal for the hunting dog. A hunting companion is trained to obey and respond to a series of one-word commands or signals, communicating basic concepts such as *attack*, *protect*, *retrieve*, *find*, *hide*, or similar. The companion can know up to six such commands and can be trained to obey a number of creatures, other than you, equal to your proficiency bonus. A hunting companion travels with you wherever you go, unless you enter a particularly dangerous environment (such as a poisonous swamp), or you command the companion to stay elsewhere. A hunting companion doesn't join you in combat and stays on the edge of any conflict until it is safe to return to your side. When traveling overland with a hunting companion, you can use the companion to find sufficient food to sustain yourself and up to five other people each day. You can have only one hunting companion at a time.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "You are one of the capable people who maintains hunting preserves, trains coursing hounds and circling raptors, and plans the safe outings that allow fair nobles, rich merchants, visiting dignitaries, and their entourages to venture into preserves and forests to seek their quarry. You are as comfortable hunting quarry in the forest as you are conversing with members of the elite who have an interest in hunting.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | Nature has lessons to teach us all, and I'm always happy to share them. |\r\n| 2 | Once while out on a hunt, something happened which was very relatable to our current situation. Let me tell you about it. |\r\n| 3 | My friends are my new charges, and I'll make sure they thrive. |\r\n| 4 | Preparation and knowledge are the key to any success. |\r\n| 5 | I've dealt with all sorts of wealthy and noble folk, and I've seen just how spoiled they can be. |\r\n| 6 | I feel like my animals are the only ones who really understand me. |\r\n| 7 | You can train yourself to accomplish anything you put your mind to accomplishing. |\r\n| 8 | The world shows you everything you need to know to understand a situation. You just have to be paying attention to the details. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Dedication. Your willingness to get the job done, no matter what the cost, is what is most important. (Evil) |\r\n| 2 | Training. You sink to the level of your training more often than you rise to the occasion. (Any) |\r\n| 3 | Prestige. Pride in your training, your work, and your results is what is best in life. (Any) |\r\n| 4 | Diligent. Hard work and attention to detail bring success more often than failure. (Good) |\r\n| 5 | Nature. The glory and majesty of the wild world outshine anything mortals create. (Chaotic) |\r\n| 6 | Responsibility. When you take an oath to protect and shepherd something, that oath is for life. (Lawful) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I understand animals better than people, and the way of the hunter just makes sense. |\r\n| 2 | I take great pride in providing my services to the wealthy and influential. |\r\n| 3 | Natural spaces need to be tended and preserved, and I take joy in doing it when I can. |\r\n| 4 | I need to ensure people know how to manage nature rather than live in ignorance. |\r\n| 5 | Laws are important to prevent nature's overexploitation. |\r\n| 6 | I can be alone in the wilderness and not feel lonely. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | Individuals can be all right, but civilization is the worst. |\r\n| 2 | The wealthy and nobility are a rot in society. |\r\n| 3 | Things die, either by predators or nature; get used to it. |\r\n| 4 | Everything can be managed if you want it badly enough. |\r\n| 5 | When you make exceptions, you allow unworthy or wasteful things to survive. |\r\n| 6 | If you don't work hard for something, is it worth anything? |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Gamekeeper",
            "desc": "You are at home in natural environments, chasing prey or directing less skilled hunters in the best ways to track game through the brush. You know the requirements for encouraging a herd to grow, and you know what sustainable harvesting from a herd involves. You can train a hunting beast to recognize an owner and perform a half-dozen commands, given the time. You also know the etiquette for engaging nobility or other members of the upper classes, as they regularly seek your services, and you can carry yourself in a professional manner in such social circles.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/guard/?format=api",
            "key": "guard",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Strength and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Intimidation, and either Athletics or Investigation.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "Common clothes, halberd, uniform.",
                    "type": "equipment"
                },
                {
                    "name": "Natural Authority",
                    "desc": "Commoners and civilians sometimes assume you are part of a local constabulary force and defer to you.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "When you visit the city or countryside you once patrolled you’re sure to get embroiled in the same politics  that drove you out. Should you stick around righting wrongs, you might accidentally find yourself in a  position of responsibility.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Guard Connections\r\n1. The corrupt guard captain who framed you.\r\n2. The by-the-book guard captain who found you in violation of a regulation.\r\n3. The mighty guard captain who taught you all you know. \r\n4. The informant who tipped you off about criminal activity.\r\n5. The noble or merchant you protected.\r\n6. The comrade or superior officer you admired.\r\n7. The villain who kidnapped the person you were charged to protect.\r\n8. Your betrayer, the one person you didn’t think to mistrust.\r\n9. The noble or merchant who had everyone in their pocket.\r\n10. The diviner wizard who could usually provide you with the missing piece of a puzzle.\r\n\r\n### Guard Mementos\r\n1. Your badge of office, a symbol of an ideal few could live up to.\r\n2. Your badge of office, a symbol of a corrupt system you could no longer stomach.\r\n3. The arrow-damaged prayer book or playing card deck that saved your life.\r\n4. The whiskey flask that stood you in good stead on many cold patrols. \r\n5. Notes about a series of disappearances you would have liked to put a stop to. \r\n6. A broken sword, torn insignia, or other symbol of your disgrace and banishment.\r\n7. A tattoo or insignia marking you as part of an organization of which you are the last member.\r\n8. The fellow guard’s last words which you will never forget. \r\n9. A letter you were asked to deliver. \r\n10. A bloodstained duty roster.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Guard",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/guildmember/?format=api",
            "key": "guildmember",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Constitution and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Two of your choice.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "One set of artisan's tools or one instrument, traveler's clothes, guild badge.",
                    "type": "equipment"
                },
                {
                    "name": "Guild Business",
                    "desc": "While in a city or town, you can maintain a moderate lifestyle by plying your trade. Furthermore, the guild occasionally informs you of jobs that need doing. Completing such a job might require performing a downtime activity, or it might require a full adventure. The guild provides a modest reward if you're successful.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Guildmember Connections\r\n\r\n1. Your guild master who occasionally has secret missions for groups which can keep their mouths shut.\r\n2. Members of a rival guild who might or might not stoop to violence.\r\n3. The master who, recognizing your talent, risked all to teach you dangerous guild secrets.\r\n4. The agent of a rival guild who is trying to steal secrets.\r\n5. The jealous teacher who took credit for your work and got you expelled from the guild.\r\n6. The guild quartermaster who stocks goods of dubious legality.\r\n7. The friendly guild officer who always saves you the most interesting assignments.\r\n8. The rivals who always compete for the same guild jobs.\r\n9. The noble who owes you big.\r\n10. Your guild master’s ambitious second-in-command who is recruiting allies for a coup.\r\n\r\n### Guildmember Mementos\r\n\r\n1. *Artisans Guild:* An incomplete masterpiece which your mentor never finished.\r\n2. *Entertainers Guild:* An incomplete masterpiece which your mentor never finished.\r\n3. *Explorers Guild:* A roll of incomplete maps each with a reward for completion.\r\n4. *Laborers Guild:* A badge entitling you to a free round of drinks at most inns and taverns.\r\n5. *Adventurers Guild:* A request from a circus to obtain live exotic animals.\r\n6. *Bounty Hunters Guild:* A set of manacles and a bounty on a fugitive who has already eluded you once.\r\n7. *Mages Guild:* The name of a wizard who has created a rare version of a spell that the guild covets.\r\n8. *Monster Hunters Guild:* A bounty, with no time limit, on a monster far beyond your capability.\r\n9. *Archaeologists Guild:* A map marking the entrance of a distant dungeon.\r\n10. *Thieves Guild:* Blueprints of a bank, casino, mint, or other rich locale.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Once you have completed several quests or endeavors advancing guild business, you may be promoted to guild officer. You gain access to more lucrative contracts. In addition, the guild supports you at a moderate lifestyle without you having to work.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Either one type of artisan’s tools, musical instrument, or vehicle.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Guildmember",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/haunted/?format=api",
            "key": "haunted",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 Wisdom and one other ability score of your choice.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Religion, and any one skill of your choice that the spirit has imparted to you.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice, one of which is the spirit’s native language.",
                    "type": "language"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "2 days worth of rations, bell, 5 candles, ink, ink pen, 10 sheets of paper, 5 pieces of chalk, traveler’s clothes",
                    "type": "equipment"
                },
                {
                    "name": "Silent Aid",
                    "desc": "Being in tune with your spirit allows them to point out something you might have missed, if only for their own purposes. You gain a +2 to your choice of your passive Perception, Investigation, or Insight score, depending on your spirit’s skills.\r\nIf you banish, free, or otherwise lose your spirit, consult with the Narrator to choose an appropriate feature from another background. Alternatively, the Narrator may rule that you’ve become a beacon for the supernatural and another spirit has taken up haunting you.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Whether you seek to violently banish the restless dead or help them to peacefully pass on, you will gain a reputation as a spirit-speaker. Common folk and nobility alike are likely to approach you for advice and aid with everything from hereditary curses to irritable poltergeists to speaking with a dead relative about a lost treasure.\r\nAfter you have solved several such problems, you’ve become known to those who deal in certain kinds of esoteric knowledge and gain access to their private libraries. These vast personal collections contain esoteric mysteries, such as those answerable with a DC 25 Arcana, History, or Religion check. While using such a library your host will provide you and your companions a moderate or rich lifestyle, depending on their means and how impressed they are by your exploits.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Haunted Connections\r\n1. A descendant of your spirit who blames them for current misfortunes.\r\n2. Another haunted individual who came to you seeking help with their spirit in a time of crisis.\r\n3. The murderer who killed your spirit.\r\n4. A ghost who has consulted your spirit during a time of need.\r\n5. The bereaved spouse your spirit left behind who will do nearly anything to speak with their lost love.\r\n6. Your spirit, a childhood friend or a romantic partner before tragedy struck.\r\n7. Your spirits, a gaggle of bickering ancestors trying to use you to right a terrible wrong.\r\n8. A relative of your spirit who killed them in order to inherit a fortune.\r\n9. Your spirit, a hateful enemy of your family who is bound to you through a quirk of misfortune.\r\n10. Your spirit, who haunts their own body after you stole it and took up residence.\r\n\r\n### Haunted Memento\r\n1. A personal item (jewelry, tools, weapon, ect) once owned by your spirit. You can’t seem to get rid of it.\r\n2. A locket containing the image of the one who haunts you.\r\n3. The scent of your spirit’s favored cologne or perfume that clings to you.\r\n4. A small pouch of soil taken from your spirit’s grave.\r\n5. A letter of introduction penned by your spirit, giving you their blessing.\r\n6. Journals of your spirit’s life.\r\n7. An innocuous nonmagical item that your spirit tells you is of dire importance.\r\n8. The manacles that shackled your spirit before their death.\r\n9. A cryptic note written by your spirit who has no memory of its existence.\r\n10. The signet ring of your spirit, who you claim as your parent or ancestor.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Haunted",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-gpg/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/hermit/?format=api",
            "key": "hermit",
            "benefits": [
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Hermit Connections\r\n1. The high priest who banished you to the wilderness until you repent your heresy.\r\n2. The inquisitor who hunts you even through the most solitary wildlands.\r\n3. The supernatural patron whose temptations and gifts you seek to reject.\r\n4. The inner voice you only hear in solitude.\r\n5. The mentor who trained you in silent contemplation—until they mysteriously turned their back on their own teachings.\r\n6. The villain who destroyed the shreds of your original, worldly life. \r\n7. The noble relatives who seek to return you to the life you rejected.\r\n8. The religious superior whose blasphemies scandalized you into fleeing your religious order.\r\n9. The angel who delivered you a prophecy.\r\n10. The mysterious person you glimpsed several times from a distance—unless it was a hallucination.\r\n\r\n### Hermit Mementos\r\n1. The (possibly unhinged) manifesto, encyclopedia, or theoretical work that you spent so much time on.\r\n2. The faded set of fine clothes you preserved for so many years.\r\n3. The signet ring bearing the family crest that you were ashamed of for so long.\r\n4. The book of forbidden secrets that led you to your isolated refuge.\r\n5. The beetle, mouse, or other small creature which was your only companion for so long.\r\n6. The seemingly nonmagical item that your inner voice says is important.\r\n7. The magic-defying clay tablets you spent years translating.\r\n8. The holy relic you were duty bound to protect.\r\n9. The meteor metal you found in a crater the day you first heard your inner voice.\r\n10. Your ridiculous-looking sun hat.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Wisdom and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Religion, and either Medicine or Survival.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Healer's satchel, herbalism kit, common clothes, 7 days rations, and a prayer book, prayer wheel, or prayer beads.",
                    "type": "equipment"
                },
                {
                    "name": "Inner Voice",
                    "desc": "You occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)",
                    "type": "feature"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Your inner voice may occasionally prompt you to accept certain adventure opportunities or to avoid certain actions. You are free to obey or disobey this voice. Eventually however it may lead you to a special revelation, adventure, or treasure.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Herbalism kit.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Hermit",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/imposter/?format=api",
            "key": "imposter",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Deception, and either Perception or Survival.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Disguise kit.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Common clothes, disguise kit.",
                    "type": "equipment"
                },
                {
                    "name": "Cover Story",
                    "desc": "Whenever you struggle to maintain the masquerade that you are who you say, a surprising number of people are willing to help you through your “lapses of memory.” They might be deluding themselves, or perhaps they know your secret but provide you cover for reasons of their own. So long as you don’t act completely out of character or get caught in an outrageous lie, you can usually find someone willing to cover for you. This cover most commonly takes  he form of excuses for your strange behavior.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Each of your double’s former acquaintances must be won over, until they like you more than they did your original. Even once that’s accomplished, you won’t truly be free of your past until you have reckoned with it. When evidence of your true nature surfaces—or when the person you are impersonating reappears—you must triumph in the court of public opinion. Once you have done so, you will have permanent, legal access to your former self’s belongings, inheritance rights, and so on.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll d10, choose, or make up your own.\r\n\r\n### Imposter Connections\r\n1. The accomplice who knows your secret and helps you for their own reasons.\r\n2. The spouse or lover of your other self, whom you must win over.\r\n3. The enemy of your other self, whose hatred you inherit.\r\n4. Your other self’s rich or noble relative, from whom you may inherit a fortune.\r\n5. Your crooked former partner, who still searches for you, unaware of your new identity.\r\n6. The Underland compatriot who knew both you and the person whose identity you stole.\r\n7. The suspicious priest who noticed a change in your personality.\r\n8. An acquaintance whose “inside joke” you pretend to understand.\r\n9. The family pet that doesn’t recognize you.\r\n10. The person you left behind when you abandoned your old life.\r\n\r\n### Imposter Mementos\r\n1. The precious diary containing your original self’s secrets.\r\n2. The locket or signet ring that proves your identity.\r\n3. The scar that matches the one your original self had.\r\n4. An anonymous blackmail letter.\r\n5. An item that proves your real identity, which you keep hidden.\r\n6. The fingerbone that whispers hints to you at opportune times.\r\n7. The heirloom weapon you fraudulently wield.\r\n8. Your trusty hat of disguise.\r\n9. Your trusty ring of mind shielding.\r\n10. The implements (useless to you) of your original self’s magical training.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Imposter",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ddg/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/innkeeper/?format=api",
            "key": "innkeeper",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Insight plus one of your choice from among Intimidation or Persuasion",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "No additional tool proficiencies",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of either brewer's supplies or cook's utensils, a dagger or light hammer, traveler's clothes, and a pouch containing 20 gp",
                    "type": "equipment"
                },
                {
                    "name": "I Know Someone",
                    "desc": "In interacting with the wide variety of people who graced the tables and bars of your previous life, you gained an excellent knowledge of who might be able to perform a particular task, provide the right service, sell the perfect item, or be able to connect you with someone who can. You can spend a couple of hours in a town or city and identify a person or place of business capable of selling the product or service you seek, provided the product is nonmagical and isn't worth more than 250 gp. At the GM's discretion, these restrictions can be lifted in certain locations. The price might not always be what you hoped, the quality might not necessarily be the best, or the person's demeanor may be grating, but you can find the product or service. In addition, you know within the first hour if the product or service you desire doesn't exist in the community, such as a coldweather outfit in a tropical fishing village.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "The day-to-day operation of a tavern or inn teaches many lessons about people and how they interact.\r\n\r\nThe nose for trouble, the keen eye on the kegs, and the ready hand on a truncheon translates well to the life of an adventurer.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I insist on doing all the cooking, and I plan strategies like I cook—with proper measurements and all the right ingredients. |\r\n| 2 | Lending a sympathetic ear or a shoulder to cry on often yields unexpected benefits. |\r\n| 3 | I always have a story or tale to relate to any situation. |\r\n| 4 | There is a world of tastes and flavors to explore. |\r\n| 5 | Few problems can't be solved with judicious application of a stout cudgel. |\r\n| 6 | I never pass up the chance to bargain. Never. |\r\n| 7 | I demand the finest accommodations; I know what they're worth. |\r\n| 8 | I can defuse a situation with a joke, cutting remark, or arched eyebrow. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Service.** If we serve others, they will serve us in turn. (Lawful) |\r\n| 2 | **Perspective.** People will tell you a great deal about themselves, their situations, and their desires, if you listen. (Any)  |\r\n| 3 | **Determination.** Giving up is not in my nature. (Any) |\r\n| 4 | **Charity.** I try to have extra coins to buy a meal for someone in need. (Good) |\r\n| 5 | **Curiosity.** Staying safe never allows you to see the wonders of the world. (Chaotic) |\r\n| 6 | **Selfish.** We must make sure we bargain for what our skills are worth; people don't value what you give away for free. (Evil) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I started my career in a tavern, and I'll end it running one of my very own. |\r\n| 2 | I try to ensure stories of my companions will live on forever. |\r\n| 3 | You want to take the measure of a person? Have a meal or drink with them. |\r\n| 4 | I've seen the dregs of life pass through my door, and I will never end up like them. |\r\n| 5 | A mysterious foe burned down my inn, and I will have my revenge. |\r\n| 6 | One day, I want my story to be sung in all the taverns of my home city. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I can't help teasing or criticizing those less intelligent than I. |\r\n| 2 | I love rich food and drink, and I never miss a chance at a good meal. |\r\n| 3 | I never trust anyone who won't drink with me. |\r\n| 4 | I hate it when people start fights in bars; they never consider the consequences. |\r\n| 5 | I can't stand to see someone go hungry or sleep in the cold if I can help it. |\r\n| 6 | I am quick to anger if anyone doesn't like my meals or brews. If you don't like it, do it yourself. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Innkeeper",
            "desc": "You spent some time as an innkeeper, tavern keeper, or perhaps a bartender. It might have been in a small crossroads town, a fishing community, a fine caravanserai, or a large cosmopolitan community. You did it all; preparing food, tracking supplies, tapping kegs, and everything in between. All the while, you listened to the adventurers plan their quests, heard their tales, saw their amazing trophies, marveled at their terrible scars, and eyed their full purses. You watched them come and go, thinking, \"one day, I will have my chance.\" Your time is now.\r\n\r\n### Place of Employment\r\nWhere did you work before turning to the adventuring life? Choose an establishment or roll a d6 and consult the table below. Once you have this information, think about who worked with you, what sort of customers you served, and what sort of reputation your establishment had.\r\n\r\n| d6 | Establishment |\r\n|---|---|\r\n| 1 | Busy crossroads inn |\r\n| 2 | Disreputable tavern full of scum and villainy |\r\n| 3 | Caravanserai on a wide-ranging trade route |\r\n| 4 | Rough seaside pub |\r\n| 5 | Hostel serving only the wealthiest clientele |\r\n| 6 | Saloon catering to expensive and sometimes dangerous tastes |",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/lyceum-student/?format=api",
            "key": "lyceum-student",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Your choice of two from among Arcana, History, and Persuasion.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of fine clothes, a lyceum student uniform, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), and a belt pouch containing 10g.",
                    "type": "equipment"
                },
                {
                    "name": "Student Privilege",
                    "desc": "You’ve cleared enough lessons, and gained an ally or two on staff, to have access to certain chambers within the lyceum (and some other allied universities) that outsiders would not. This allows use of any Tool Kit, so long as the Tool Kit is used on the grounds of the lyceum and is not removed from its respective chamber (each tool kit is magically marked and will sound an alarm if removed). More dangerous kits and advanced crafts (such as use of a Poisoner’s Kit, or the enchanting of a magical item) might require staff supervision. You may also have access to free crafting materials and enchanting tables, so long as they are relatively inexpensive, or your argument for them is convincing (up to the staff’s approval and DM’s discretion).",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Use the tables for the Sage background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your pursuits at the lyceum. Your bond is likely associated with your goals as a student, and eventually a graduate. Your ideal probably involves your hopes in using the knowledge you gain at the lyceum, and your travels as an adventurer, to tailor the world to your liking.",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Lyceum Student",
            "desc": "You most likely came up through money or a family of social prestige somewhere in the world, as tuition at a lyceum is not inexpensive. Your interests and pursuits have brought you to the glittering halls of a place of learning, soaking in all and every lesson you can to better make your mark on the world (or at least you should be, but every class has its slackers). However, the call to adventure threatens to pull you from your studies, and now the challenge of balancing your education with the tide of destiny sweeping you away is looming.\r\nYou may have come to better research and understand the history and lore of the lands you now call home, perhaps seeking a future here at your lyceum as a professor. You could also have been drawn by the promise of prosperity in politics, learning the inner workings of government and alliances to better position yourself as a future writer of history. Perhaps you’ve discovered a knack for the arcane, coming here to focus on refining your spellcraft in the footsteps of some of the finest wizards and sorcerers in days of yore.",
            "document": "https://api-beta.open5e.com/v2/documents/taldorei/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/marauder/?format=api",
            "key": "marauder",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Dexterity and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Survival, and either Intimidation or Stealth.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Traveler's clothes, signal whistle, tent (one person).",
                    "type": "equipment"
                },
                {
                    "name": "Secret Ways",
                    "desc": "When you navigate while traveling, pursuers have disadvantage on checks made to track your group.  Additionally, you can travel stealthily at a normal pace.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Marauder Connections\r\n1. Your nemesis: a naval captain or captain of the guard who thwarted you on several occasions.\r\n2. Your mentor: a charismatic pirate captain.\r\n3. The stylish highway robber who taught you the trade.\r\n4. The local noble who pursues you obsessively.\r\n5. The three outlaws who hold the other three pieces of your treasure map.\r\n6. The marauder chief who betrayed you and the rest of the gang in exchange for freedom.\r\n7. The child you became an outlaw to protect.\r\n8. The cleric who converted you to a life of law and faith.\r\n9. The scholarly old bandit whose inventions gave you an edge against the pursuing authorities.\r\n10. Your best friend—who is serving a life sentence for your shared crime.\r\n\r\n### Marauder Mementos\r\n1. The eerie mask by which your victims know you.\r\n2. The one item that you wish you hadn't stolen.\r\n3. A signet ring marking you as heir to a seized estate.\r\n4. A locket containing a picture of the one who betrayed you.\r\n5. A broken compass.\r\n6. A love token from the young heir to a fortune.\r\n7. Half of a torn officer's insignia.\r\n8. The hunter's horn which members of your band use to call allies.\r\n9. A wanted poster bearing your face.\r\n10. Your unfinished thesis from your previous life as an honest scholar.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Allies and informants occasionally give you tips about the whereabouts of poorly-guarded loot. After a few such scores, you may gain the free service of up to 8",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of artisan’s tools or vehicle.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Marauder",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/mercenary-company-scion/?format=api",
            "key": "mercenary-company-scion",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, History",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of gaming set, one musical instrument",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A backpack, a signet ring emblazoned with the symbol of your family's free company, a musical instrument of your choice, a mess kit, a set of traveler's clothes, and a belt pouch containing 20 gp",
                    "type": "equipment"
                },
                {
                    "name": "The Family Name",
                    "desc": "Your family name is well known in the closeknit world of mercenary companies. Members of mercenary companies readily recognize your name and will provide food, drink, and shelter with pleasure or out of fear, depending upon your family's reputation. You can also gain access to friendly military encampments, fortresses, or powerful political figures through your contacts among the mercenaries. Utilizing such connections might require the donation of money, magic items, or a great deal of drink.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "The turmoil of war, the drudgery of the camp, long days on the road, and the thrill of battle shape a Mercenary Company Scion to create strong bonds of loyalty, military discipline, and a practical mind. Yet this history can scar as well, leaving the scion open to guilt, pride, resentment, and hatred.\r\n\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I am ashamed of my family's reputation and seek to distance myself from their deeds. |\r\n| 2 | I have seen the world and know people everywhere. |\r\n| 3 | I expect the best life has to offer and won't settle for less. |\r\n| 4 | I know stories from a thousand campaigns and can apply them to any situation. |\r\n| 5 | After too many betrayals, I don't trust anyone. |\r\n| 6 | My parents were heroes, and I try to live up to their example. |\r\n| 7 | I have seen the horrors of war; nothing dis'turbs me anymore. |\r\n| 8 | I truly believe I have a destiny of glory and fame awaiting me. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Glory.** Only by fighting for the right causes can I achieve true fame and honor. (Good) |\r\n| 2 | **Dependable.** Once my oath is given, it cannot be broken. (Lawful) |\r\n| 3 | **Seeker.** Life can be short, so I will live it to the fullest before I die. (Chaotic) |\r\n| 4 | **Ruthless.** Only the strong survive. (Evil) |\r\n| 5 | **Mercenary.** If you have gold, I'm your blade. (Neutral) |\r\n| 6 | **Challenge.** Life is a test, and only by meeting life head on can I prove I am worthy. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My parent's legacy is a tissue of lies. I will never stop until I uncover the truth. |\r\n| 2 | I am the only one who can uphold the family name. |\r\n| 3 | My companions are my life, and I would do anything to protect them. |\r\n| 4 | I will never forget the betrayal leading to my parent's murder, but I will avenge them. |\r\n| 5 | My honor and reputation are all that matter in life. |\r\n| 6 | I betrayed my family to protect my friend who was a soldier in another free company. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I have no respect for those who never signed on to a mercenary company or walked the battlefield. |\r\n| 2 | I cannot bear losing anyone close to me, so I keep everyone at a distance. |\r\n| 3 | Bloody violence is the only way to solve problems. |\r\n| 4 | I caused the downfall of my family's mercenary company. |\r\n| 5 | I am hiding a horrible secret about one of my family's patrons. |\r\n| 6 | I see insults to my honor or reputation in every whisper, veiled glance, and knowing look. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Mercenary Company Scion",
            "desc": "You descend from a famous line of free company veterans, and your first memory is playing among the tents, training yards, and war rooms of one campaign or another. Adored or perhaps ignored by your parents, you spent your formative years learning weapons and armor skills from brave captains, camp discipline from burly sergeants, and a host of virtues and vices from the common foot soldiers. You've always been told you are special and destined to glory. The weight of your family's legacy, honor, or reputation can weigh heavily, inspiring you to great deeds, or it can be a factor you try to leave behind.\r\n\r\n### Mercenary Company Reputation\r\nYour family is part of or associated with a mercenary company. The company has a certain reputation that may or may not continue to impact your life. Roll a d8 or choose from the options in the Mercenary Company Reputation table to determine the reputation of this free company.\r\n\r\n| d8 | Mercenary Company Reputation |\r\n|---|---|\r\n| 1 | Infamous. The company's evil deeds follow any who are known to consort with them. |\r\n| 2 | Honest. An upstanding company whose words and oaths are trusted. |\r\n| 3 | Unknown. Few know of this company. Its deeds have yet to be written. |\r\n| 4 | Feared. For good or ill, this company is generally feared on the battlefield. |\r\n| 5 | Mocked. Though it tries hard, the company is the butt of many jokes and derision. |\r\n| 6 | Specialized. This company is known for a specific type of skill on or off the battlefield. |\r\n| 7 | Disliked. For well-known reasons, this company has a bad reputation. |\r\n| 8 | Famous. The company's great feats and accomplishments are known far and wide. |",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/mercenary-recruit/?format=api",
            "key": "mercenary-recruit",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, Persuasion",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "No additional languages",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of gaming set",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A letter of introduction from an old teacher, a gaming set of your choice, traveling clothes, and a pouch containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Theoretical Experience",
                    "desc": "You have an encyclopedic knowledge of stories, myths, and legends of famous soldiers, mercenaries, and generals. Telling these stories can earn you a bed and food for the evening in taverns, inns, and alehouses. Your age or inexperience is endearing, making commoners more comfortable with sharing local rumors, news, and information with you.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Recruits are eager to earn their place in the world of mercenaries. Sometimes humble, other times filled with false bravado, they are still untested by the joys and horrors awaiting them. Meaning well and driven to learn, recruits are generally plagued by their own fears, ignorance, and inexperience.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I am thrilled by the thought of an upcoming fight. |\r\n| 2 | Why wait until I'm famous to have songs written about me? I can write my own right now! |\r\n| 3 | I know many stories and legends of famous adventurers and compare everything to these tales. |\r\n| 4 | Humor is how I deal with fear. |\r\n| 5 | I always seek to learn new ways to use my weapons and love sharing my knowledge. |\r\n| 6 | The only way I can prove myself is to work hard and take risks. |\r\n| 7 | When you stop training, you sign your own death notice  |\r\n| 8 | I try to act braver than I actually am. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Respect.** To be treated with honor and trust, I must honor and trust people first. (Good) |\r\n| 2 | **Discipline.** A good soldier obeys orders. (Lawful) |\r\n| 3 | **Courage.** Sometimes doing the right thing means breaking the law. (Chaotic) |\r\n| 4 | **Excitement.** I live for the thrill of battle, the rush of the duel, and the glory of victory. (Neutral) |\r\n| 5 | **Power.** When I achieve fame and power, no one will give me orders anymore! (Evil) |\r\n| 6 | **Ambition.** I will make something of myself no matter what. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My first mentor was murdered, and I seek the skills to avenge that crime. |\r\n| 2 | I will become the greatest mercenary warrior ever. |\r\n| 3 | I value the lessons from my teachers and trust them implicitly. |\r\n| 4 | My family has sacrificed much to get me this far. I must repay their faith in me. |\r\n| 5 | I will face any danger to win the respect of my companions. |\r\n| 6 | I have hidden a map to an amazing and powerful magical treasure until I grow strong enough to follow it. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I do not trust easily and question anyone who attempts to give me orders. |\r\n| 2 | I ridicule others to hide my insecurities. |\r\n| 3 | To seem brave and competent, I refuse to allow anyone to doubt my courage. |\r\n| 4 | I survived an attack by a monster as a child, and I have feared that creature ever since. |\r\n| 5 | I have a hard time thinking before I act. |\r\n| 6 | I hide my laziness by tricking others into doing my work for me. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Mercenary Recruit",
            "desc": "Every year, the hopeful strive to earn a place in one of the great mercenary companies. Some of these would-be heroes received training from a mercenary company but needed more training before gaining membership. Others are full members but were selected to venture abroad to gain more experience before gaining a rank. You are one of these hopeful warriors, just beginning to carve your place in the world with blade, spell, or skill.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/monstrous-adoptee/?format=api",
            "key": "monstrous-adoptee",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Intimidation, Survival",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One language of your choice, typically your adopted parents' language (if any)",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "No additional tool proficiencies",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A club, handaxe, or spear, a trinket from your life before you were adopted, a set of traveler's clothes, a collection of bones, shells, or other natural objects, and a belt pouch containing 5 gp",
                    "type": "equipment"
                },
                {
                    "name": "Abnormal Demeanor",
                    "desc": "Your time with your adopted parents taught you an entire lexicon of habits, behaviors, and intuitions suited to life in the wild among creatures of your parents' type. When you are in the same type of terrain your adopted parent inhabits, you can find food and fresh water for yourself and up to five other people each day. In addition, when you encounter a creature like your adopted parent or parents, the creature is disposed to hear your words instead of leaping directly into battle. Mindless or simple creatures might not respond to your overtures, but more intelligent creatures may be willing to treat instead of fight, if you approach them in an appropriate manner. For example, if your adopted parent was a cloaker, when you encounter a cloaker years later, you understand the appropriate words, body language, and motions for approaching the cloaker respectfully and peacefully.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "When monstrous adoptees leave their adopted parents for the wider world, they often have a hard time adapting. What is common or usual for many humanoids strikes them as surprising, frightening, or infuriating, depending on the individual. Most make an effort to adjust their habits and imitate those around them, but not all. Some lean into their differences, reveling in shocking those around them. When you choose a creature to be your character's adopted parent, think about how that might affect your character. Was your character treated kindly? Was your character traded by their birth parents to their adopted parents as part of some mysterious bargain? Did your character seek constant escape or do they miss their adopted parents?\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I don't eat my friends (at least not while they are alive). My foes, on the other hand . . . |\r\n| 2 | Meeting another's gaze is a challenge for dominance that I never fail to answer. |\r\n| 3 | Monsters I understand; people are confusing. |\r\n| 4 | There are two types of creatures in life: prey or not-prey. |\r\n| 5 | I often use the growls, sounds, or calls of my adopted parents instead of words. |\r\n| 6 | Inconsequential items fascinate me. |\r\n| 7 | It's not my fault, I was raised by [insert parent's type here]. |\r\n| 8 | I may look fine, but I behave like a monster. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Wild.** After seeing the wider world, I want to be the monster that strikes fear in the hearts of people. (Evil) |\r\n| 2 | **Insight.** I want to understand the world of my adopted parents. (Neutral) |\r\n| 3 | **Revenge.** I want revenge for my lost childhood. Monsters must die! (Any) |\r\n| 4 | **Harmony.** With my unique perspective and upbringing, I hope to bring understanding between the different creatures of the world. (Good) |\r\n| 5 | **Freedom.** My past away from law-abiding society has shown me the ridiculousness of those laws. (Chaotic) |\r\n| 6 | **Redemption.** I will rise above the cruelty of my adopted parent and embrace the wider world. (Lawful) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I want to experience every single aspect of the world. |\r\n| 2 | I rely on my companions to teach me how to behave appropriately in their society. |\r\n| 3 | I have a *sibling*, a child of my adopted parent that was raised alongside me, and now that sibling has been kidnapped! |\r\n| 4 | My monstrous family deserves a place in this world, too. |\r\n| 5 | I'm hiding from my monstrous family. They want me back! |\r\n| 6 | An old enemy of my adopted parents is on my trail. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | What? I like my meat raw. Is that so strange? |\r\n| 2 | I like to collect trophies from my defeated foes (ears, teeth, bones, or similar). It's how I keep score. |\r\n| 3 | I usually forget about pesky social conventions like *personal property* or *laws*. |\r\n| 4 | I am easily startled by loud noises or bright lights. |\r\n| 5 | I have trouble respecting anyone who can't best me in a fight. |\r\n| 6 | Kindness is for the weak. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Monstrous Adoptee",
            "desc": "Songs and sagas tell of heroes who, as children, were raised by creatures most view as monsters. You were one such child. Found, taken, left, or otherwise given to your monstrous parents, you were raised as one of their own species. Life with your adopted family could not have been easy for you, but the adversity and hardships you experienced only made you stronger. Perhaps you were *rescued* from your adopted family after only a short time with them, or perhaps only now have you realized the truth of your heritage. Maybe you've since learned enough civilized behavior to get by, or perhaps your *monstrous* tendencies are more evident. As you set out to make your way in the world, the time you spent with your adopted parents continues to shape your present and your future.\r\n\r\n### Adopted\r\nPrior to becoming an adventurer, you defined your history by the creatures who raised you. Choose a type of creature for your adopted parents or roll a d10 and consult the table below. Work with your GM to determine which specific creature of that type adopted you. If you are of a particular race or species that matches a result on the table, your adopted parent can't be of the same race or species as you, as this background represents an individual raised by a creature or in a culture vastly different or even alien to their birth parents.\r\n\r\n| d10 | Creature Type |\r\n|---|---|\r\n| 1 | Humanoid (such as gnoll, goblin, kobold, or merfolk) |\r\n| 2 | Aberration (such as aboleth, chuul, cloaker, or otyugh) |\r\n| 3 | Beast (such as ape, bear, tyrannosaurus rex, or wolf) |\r\n| 4 | Celestial or fiend (such as balor, bearded devil, couatl, deva, or unicorn) |\r\n| 5 | Dragon (such as dragon turtle, pseudodragon, red dragon, or wyvern) |\r\n| 6 | Elemental (such as efreeti, gargoyle, salamander, or water elemental) |\r\n| 7 | Fey (such as dryad, green hag, satyr, or sprite) |\r\n| 8 | Giant (such as ettin, fire giant, ogre, or troll)                             |\r\n| 9 | Plant or ooze (such as awakened shrub, gray ooze, shambling mound, or treant) |\r\n| 10 | Monstrosity (such as behir, chimera, griffon, mimic, or minotaur) |",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/mysterious-origins/?format=api",
            "key": "mysterious-origins",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Deception, Survival",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of artisan's tools or one type of musical instrument",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A mysterious trinket from your past life, a set of artisan's tools or a musical instrument (one of your choice), a set of common clothes, and a belt pouch containing 5 gp",
                    "type": "equipment"
                },
                {
                    "name": "Unexpected Acquaintance",
                    "desc": "Even though you can't recall them, someone from your past will recognize you and offer to aid you—or to impede you. The person and their relationship to you depend on the truth of your backstory. They might be a childhood friend, a former rival, or even your child who's grown up with dreams of finding their missing parent. They may want you to return to your former life even if it means abandoning your current goals and companions. Work with your GM to determine the details of this character and your history with them.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "You may be bothered by your lack of memories and driven to recover them or reclaim the secrets of your past, or you can use your anonymity to your advantage.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I'm always humming a song, but I can't remember the words. |\r\n| 2 | I love learning new things and meeting new people. |\r\n| 3 | I want to prove my worth and have people know my name. |\r\n| 4 | I don't like places that are crowded or noisy. |\r\n| 5 | I'm mistrustful of mages and magic in general. |\r\n| 6 | I like to keep everything tidy and organized so that I can find things easily. |\r\n| 7 | Every night I record my day in a detailed journal. |\r\n| 8 | I live in the present. The future will come as it may. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Redemption.** Whatever I did in the past, I'm determined to make the world a better place. (Good) |\r\n| 2 | **Independence.** I'm beholden to no one, so I can do whatever I want. (Chaotic) |\r\n| 3 | **Cunning.** Since I have no past, no one can use it to thwart my rise to power. (Evil) |\r\n| 4 | **Community.** I believe in a just society that takes care of people in need. (Lawful) |\r\n| 5 | **Fairness.** I judge others by who they are now, not by what they've done in the past. (Neutral) |\r\n| 6 | **Friendship.** The people in my life now are more important than any ideal. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I have dreams where I see a loved one's face, but I can't remember their name or who they are. |\r\n| 2 | I wear a wedding ring, so I must have been married before I lost my memories. |\r\n| 3 | My mentor raised me; they told me that I lost my memories in a terrible accident that killed my family. |\r\n| 4 | I have an enemy who wants to kill me, but I don't know what I did to earn their hatred. |\r\n| 5 | I know there's an important memory attached to the scar I bear on my body. |\r\n| 6 | I can never repay the debt I owe to the person who cared for me after I lost my memories. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I am jealous of those who have memories of a happy childhood. |\r\n| 2 | I'm desperate for knowledge about my past, and I'll do anything to obtain that information. |\r\n| 3 | I'm terrified of meeting someone from my past, so I avoid strangers as much as possible. |\r\n| 4 | Only the present matters. I can't bring myself to care about the future. |\r\n| 5 | I'm convinced that I was powerful and rich before I lost my memories—and I expect everyone to treat me accordingly. |\r\n| 6 | Anyone who shows me pity is subjected to my biting scorn. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Mysterious Origins",
            "desc": "Your origins are a mystery even to you. You might recall fragments of your previous life, or you might dream of events that could be memories, but you can't be sure of what is remembered and what is imagined. You recall practical information and facts about the world and perhaps even your name, but your upbringing and life before you lost your memories now exist only in dreams or sudden flashes of familiarity. You can leave the details of your character's past up to your GM or give the GM a specific backstory that your character can't remember. Were you the victim of a spell gone awry, or did you voluntarily sacrifice your memories in exchange for power? Is your amnesia the result of a natural accident, or did you purposefully have your mind wiped in order to forget a memory you couldn't live with? Perhaps you have family or friends that are searching for you or enemies you can't even remember.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/noble/?format=api",
            "key": "noble",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Strength and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Culture, History, and either Animal Handling or Persuasion.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One gaming set.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "Fine clothes, signet ring, writ detailing your family tree.",
                    "type": "equipment"
                },
                {
                    "name": "High Society",
                    "desc": "You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and  offer you a rich lifestyle.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 **guards**.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Noble Connections\r\n1. Your perfect elder sibling to whom you never seem to measure up.\r\n2. The treacherous noble who slaughtered or scattered your family and is now living in your ancestral home.\r\n3. Your family servant, a retired adventurer who taught you more about battle than any fancy dueling master.\r\n4. The foppish friend you carouse with.\r\n5. The common-born sweetheart that your family forbid you from seeing again.\r\n6. The fugitive head of your family whose rebellion caused your family’s lands to be seized and titles to be redistributed.\r\n7. Your foe, the heir of a rival house, with whom you have dueled twice.\r\n8. The crime boss to whom your family is in massive debt.\r\n9. The scion of an allied family to whom you were betrothed from birth.\r\n10. The eccentric knight for whom you trained as a squire or page.\r\n\r\n### Noble Mementos\r\n1. A shield or tabard bearing your coat of arms.\r\n2. A keepsake or love letter from a high-born sweetheart.\r\n3. An heirloom weapon—though it’s not magical, it has a name and was used for mighty deeds.\r\n4. A letter of recommendation to a royal court.\r\n5. Perfumed handkerchiefs suitable for blocking the smell of commoners.\r\n6. An extremely fashionable and excessively large hat.\r\n7. A visible scar earned in battle or in a duel.\r\n8. A set of common clothes and a secret commoner identity.\r\n9. IOUs of dubious value that were earned in games of chance against other nobles.\r\n10. A letter from a friend begging for help.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Noble",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/northern-minstrel/?format=api",
            "key": "northern-minstrel",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Perception plus one of your choice from among History or Performance",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of musical instrument",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A book collecting all the songs, poems, or stories you know, a pair of snowshoes, one musical instrument of your choice, a heavy fur-lined cloak, and a belt pouch containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Northern Historian",
                    "desc": "Your education and experience have taught you how to determine the provenance of ruins, monuments, and other structures within the north. When you spend at least 1 hour examining a structure or non-natural feature of the terrain, you can determine if it was built by humans, dwarves, elves, goblins, giants, trolls, or fey. You can also determine the approximate age (within 500 years) of the construction based on its features and embellishments.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Northern minstrels tend to either be boisterous and loud or pensive and watchful with few falling between these extremes. Many exude both qualities at different times, and they have learned how and when to turn their skald persona on and off. Like other northerners, they place a lot of stock in appearing brave and tough, which can lead them unwittingly into conflict.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I will accept any dare and expect accolades when I complete it. |\r\n| 2 | Revelry and boisterousness are for foolish children. I prefer to quietly wait and watch. |\r\n| 3 | I am more than a match for any northern reaver. If they believe that is not so, let them show me what stuff they are made of. |\r\n| 4 | I yearn for the raiding season and the tales of blood and butchery I can use to draw the crowds. |\r\n| 5 | Ragnarok is nigh. I will bear witness to the end of all things and leave a record should there be any who survive it. |\r\n| 6 | There is nothing better than mutton, honeyed mead, and a crowd in thrall to my words. |\r\n| 7 | The gods weave our fates. There is nothing to do but accept this and live as we will. |\r\n| 8 | All life is artifice. I lie better than most and I am not ashamed to reap the rewards. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Valor.** Stories and songs should inspire others—and me—to perform great deeds that benefit us all. (Good) |\r\n| 2 | **Greed.** There is little point in taking action if it leads to living in squalor. I will take what I want and dare any who disagree to oppose me. (Evil) |\r\n| 3 | **Perfection.** I will not let the threat of failure deter me. Every deed I attempt, even those I do not succeed at, serve to improve me and prepare me for future endeavors. (Lawful) |\r\n| 4 | **Anarchy.** If Ragnarok is coming to end all that is, I must do what I want and damn the consequences. (Chaotic) |\r\n| 5 | **Knowledge.** The north is full of ancient ruins and monuments. If I can glean their meaning, I may understand fate as well as the gods. (Any) |\r\n| 6 | **Pleasure.** I will eat the richest food, sleep in the softest bed, enjoy the finest company, and allow no one to stand in the way of my delight and contentment. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I have the support of my peers from the skaldic school I attended, and they have mine. |\r\n| 2 | I will find and answer the Unanswerable Riddle and gain infamy. |\r\n| 3 | I will craft an epic of such renown it will be recited the world over. |\r\n| 4 | All my companions were slain in an ambush laid by cowardly trolls. At least I snatched up my tagelharpa before I escaped the carnage. |\r\n| 5 | The cold waves call to me even across great distances. I must never stray too far from the ocean's embrace. |\r\n| 6 | It is inevitable that people fail me. Mead, on the other hand, never fails to slake my thirst. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | Only a coward retreats. The valiant press forward to victory or death. |\r\n| 2 | All the tales I tell of my experiences are lies. |\r\n| 3 | Critics and hecklers will suffer my wrath once the performance is over. |\r\n| 4 | Companions and friends cease to be valuable if their accomplishments outshine my own. |\r\n| 5 | I once burned down a tavern where I was poorly received. I would do it again. |\r\n| 6 | I cannot bear to be gainsaid and fall into a bitter melancholy when I am. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Northern Minstrel",
            "desc": "While the tribal warriors residing in other parts of the wintry north consider you to be soft and cowardly, you know the truth: life in northern cities and mead halls is not for the faint of heart. Whether you are a larger-than-life performer hailing from one of the skaldic schools, a contemplative scholar attempting to puzzle out the mysteries of the north, or a doughty warrior hoping to stave off the bleakness of the north, you have successfully navigated alleys and stages as treacherous as any ice-slicked ruin. You adventure for the thrill of adding new songs to your repertoire, adding new lore to your catalog, and proving false the claims of those so-called true northerners.\r\n\r\n### Skaldic Specialty\r\nEvery minstrel excels at certain types of performance. Choose one specialty or roll a d8 and consult the table below to determine your preferred type of performance.\r\n\r\n| d8 | Specialty |\r\n|---|---|\r\n| 1 | Recitation of epic poetry |\r\n| 2 | Singing |\r\n| 3 | Tale-telling |\r\n| 4 | Flyting (insult flinging) |\r\n| 5 | Yodeling |\r\n| 6 | Axe throwing |\r\n| 7 | Playing an instrument |\r\n| 8 | Fire eating or sword swallowing |",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/occultist/?format=api",
            "key": "occultist",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Arcana, Religion",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Thieves' tools",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A book of obscure lore holding clues to an occult location, a bottle of black ink, a quill, a leather-bound journal in which you record your secrets, a bullseye lantern, a set of common clothes, and a belt pouch containing 5 gp",
                    "type": "equipment"
                },
                {
                    "name": "Strange Lore",
                    "desc": "Your passions for forbidden knowledge, esoteric religions, secretive cults, and terrible histories brought you into contact with a wide variety of interesting and unique individuals operating on the fringes of polite society. When you're trying to find something that pertains to eldritch secrets or dark knowledge, you have a good idea of where to start looking. Usually, this information comes from information brokers, disgraced scholars, chaotic mages, dangerous cults, or insane priests. Your GM might rule that the knowledge you seek isn't found with just one contact, but this feature provides a starting point.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Occultists can't resist the lure of an ancient ruin, forgotten dungeon, or the lair of some mysterious cult. They eagerly follow odd rumors, folktales, and obscure clues found in dusty tomes. Some adventure with the hope of turning their discoveries into fame and fortune, while others consider the answers they uncover to be the true reward. Whatever their motivations, occultists combine elements of archaeologist, scholar, and fanatic.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I always ask questions, especially if I think I can learn something new. |\r\n| 2 | I believe every superstition I hear and follow their rules fanatically. |\r\n| 3 | The things I know give me nightmares, and not only when I sleep. |\r\n| 4 | Nothing makes me happier than explaining some obscure lore to my friends. |\r\n| 5 | I startle easily. |\r\n| 6 | I perform a host of rituals throughout the day that I believe protect me from occult threats. |\r\n| 7 | I never know when to give up. |\r\n| 8 | The more someone refuses to believe me, the more I am determined to convince them. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Domination.** With the power I will unearth, I will take my revenge on those who wronged me. (Evil) |\r\n| 2 | **Mettle.** Each nugget of hidden knowledge I uncover proves my worth. (Any) |\r\n| 3 | **Lore.** Knowledge is never good or evil; it is simply knowledge. (Neutral) |\r\n| 4 | **Redemption.** This dark knowledge can be made good if it is used properly. (Good) |\r\n| 5 | **Truth.** Nothing should be hidden. Truth is all that matters, no matter who it hurts. (Chaotic) |\r\n| 6 | **Responsibility.** Only by bringing dark lore into the light can we eliminate its threat. (Lawful) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | One or more secret organizations are trying to stop me, which means I must be close to the truth. |\r\n| 2 | My studies come before anything else. |\r\n| 3 | No theory, however unbelievable, is worth abandoning without investigation. |\r\n| 4 | I must uncover the truth behind a particular mystery, one my father died to protect. |\r\n| 5 | I travel with my companions because I have reason to believe they are crucial to the future. |\r\n| 6 | I once had a partner in my occult searches who vanished. I am determined to find them. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | When stressed, I mutter theories to myself, sometimes connecting seemingly unconnected or random events, to explain my current predicament. |\r\n| 2 | It's not paranoia if they really are out to get me. |\r\n| 3 | I have a habit of lying to hide my theories and discoveries. |\r\n| 4 | I see secrets and mysteries in everything and everyone. |\r\n| 5 | The world is full of dark secrets, and I'm the only one who can safely unearth them. |\r\n| 6 | There is no law or social convention I won't break to further my goals. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Occultist",
            "desc": "At your core, you are a believer in things others dismiss. The signs abound if you know where to look. Questions beget answers that spur further questions. The cycle is endless as you uncover layer after layer of mystery and secrets. Piercing the veil hiding beyond the surface of reality is an irresistible lure spurring you to delve into forgotten and dangerous places in the world. Perhaps you've always yearned toward the occult, or it could be that you encountered something or someone who opened your eyes to the possibilities. You may belong to some esoteric organization determined to uncover the mystery, a cult bent on using the secrets for a dark purpose, or you may be searching for answers on your own. As an occultist, you ask the questions reality doesn't want to answer.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/outlander/?format=api",
            "key": "outlander",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Constitution and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Survival, and either Athletics or Intimidation.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Traveler's clothes, waterskin, healer's kit, 7 days rations.",
                    "type": "equipment"
                },
                {
                    "name": "Trader",
                    "desc": "If you're in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Outlander Connections\r\n1. A tribal chief who owes a favor.\r\n2. The chief of a band of marauders who has a grudge against you.\r\n3. A hag to whom you owe a favor.\r\n4. An alchemist or wizard who frequently gives you requests for rare herbs or trophies.\r\n5. A unicorn you’ve glimpsed but never been able to approach.\r\n6. Another outlander: your former best friend who is now a bitter rival.\r\n7. A wise oracle who knows most of what happens in the wilderness and will reveal it for a price.\r\n8. A zany prospector who knows the wild lands almost as well as you.\r\n9. A circus or arena owner who will pay for live animals not yet in their menagerie.\r\n10. A highly civilized poet or painter who has paid you to guide them to wild and inspiring locales.\r\n\r\n### Outlander Mementos\r\n1. A trophy from the hunt of a mighty beast, such as an phase monster-horn helmet.\r\n2. A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.\r\n3. A stone from a holy druidic shrine.\r\n4. Tools appropriate to your home terrain, such as pitons or snowshoes.\r\n5. Hand-crafted leather armor, hide armor, or clothing.\r\n6. The handaxe you made yourself.\r\n7. A gift from a dryad or faun.\r\n8. Trading goods worth 30 gold, such as furs or rare herbs.\r\n9. A tiny whistle given to you by a sprite.\r\n10. An incomplete map.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "During your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8 **warriors**.",
                    "type": "adventures_and_advancement"
                }
            ],
            "name": "Outlander",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/parfumier/?format=api",
            "key": "parfumier",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Nature, Investigation",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "No additional languages",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Alchemist's supplies, herbalism kit",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Herbalism kit, a leather satchel containing perfume recipes, research notes, and chemical and botanical samples; 1d4 metal or crystal (shatter-proof) perfume bottles, a set of fine clothes, and a silk purse containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Aromas and Odors and Airs, Oh My",
                    "desc": "Before you became an adventurer, you crafted perfumes for customers in your home town or city. When not out adventuring, you can fall back on that trade to make a living. For each week you spend practicing your profession, you can craft one of the following at half the normal cost in time and resources: 5 samples of fine perfume worth 10 gp each, 2 vials of acid, or 1 vial of parfum toxique worth 50 gp. As an action, you can throw a vial of parfum toxique up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the parfum as an improvised weapon. On a hit, the target takes 1d6 poison damage and is poisoned until the end of its next turn.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "As with many parfumiers with the extensive training you received, you are well spoken, stately of bearing, and possessed of a self-assuredness that sometimes is found imposing. You are not easily impressed and rarely subscribe to notions like *insurmountable* or *unavoidable*. Every problem has a solution.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I do not deal in absolutes. There is a solution to every problem, an answer for every riddle. |\r\n| 2 | I am used to associating with educated and “elevated” society. I find rough living and rough manners unpalatable. |\r\n| 3 | Years spent witnessing the dealings, intrigues, and industrial espionage of the Bouquet Districts' mercantile-elite have left me secretive and guarded. |\r\n| 4 | I have a strong interest and sense for fashion and current trends. |\r\n| 5 | I eagerly discuss the minutiae, subtleties, and nuances of my profession to any who will listen. |\r\n| 6 | I am easily distracted by unusual or exceptional botanical specimens. |\r\n| 7 | I can seem distant and introverted. I listen more than I speak. |\r\n| 8 | I always strive to make allies, not enemies. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Responsibility.** It is my duty to share my exceptional gifts and knowledge for the betterment of all. (Good) |\r\n| 2 | **Pragmatism.** I never let passion, preference, or emotion influence my decision-making or clear headedness. (Lawful) |\r\n| 3 | **Freedom.** Rules, particularly those imposed by others, were meant to be broken. (Chaotic) |\r\n| 4 | **Deep Science.** I live a life based on facts, logic, probability, and common sense. (Lawful) |\r\n| 5 | **Notoriety.** I will do whatever it takes to become the elite that I was witness to during my time among the boutiques, salons, and workshops of the noble's district. (Any) |\r\n| 6 | **Profit.** I will utilize my talents to harvest, synthesize, concoct, and brew almost anything for almost anyone. As long as the profit margin is right. (Evil) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I will return to my home city someday and have revenge upon the elitist perfume consortium and corrupt shipping magnates who drove my dreams to ruin. |\r\n| 2 | I have been experimenting and searching my whole career for the ultimate aromatic aphrodisiac. The “alchemists' stone” of perfumery. |\r\n| 3 | My home is safely far behind me now. With it go the unfounded accusations, spiteful rumors, and perhaps some potential links to a string of corporate assassinations. |\r\n| 4 | I am cataloging an encyclopedia of flora and their various chemical, magical, and alchemical properties and applications. It is my life's work. |\r\n| 5 | I am dedicated to my craft, always seeking to expand my knowledge and hone my skills in the science and business of aromatics. |\r\n| 6 | I have a loved one who is threatened (held hostage?) by an organized gang of vicious halfling thugs who control many of the “rackets” in the perfumeries in my home city. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I am driven to reclaim the status and respect of the socially and scientifically elite and will sacrifice much to gain it. |\r\n| 2 | I am highly competitive and not above plagiarizing or stealing the occasional recipe, idea, formula, or sample. |\r\n| 3 | I am hard-pressed to treat anyone who is not (by my standards) “well schooled” or “well heeled” as little more than lab assistants and house servants. |\r\n| 4 | A pretty face is always able to lead me astray. |\r\n| 5 | I am secretly addicted to a special perfume that only I can reproduce. |\r\n| 6 | *On a stormy night, I heard a voice in the wind, which led me to a mysterious plant. Its scent was intoxicating, and I consumed it. Now, that voice occasionally whispers in my dreams, urging me to some unknown destiny.* |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Parfumier",
            "desc": "You are educated and ambitious. You spent your youth apprenticed among a city's more reputable greenhouses, laboratories, and perfumeries. There, you studied botany and chemistry and explored properties and interactions with fine crystal, rare metals, and magic. You quickly mastered the skills to identify and process rare and complex botanical and alchemical samples and the proper extractions and infusions of essential oils, pollens, and other fragrant chemical compounds—natural or otherwise. Not all (dramatic) changes to one's lifestyle, calling, or ambitions are a result of social or financial decline. Some are simply decided upon. Regardless of your motivation or incentive for change, you have accepted that a comfortable life of research, science and business is—at least for now—a part of your past.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/recovered-cultist/?format=api",
            "key": "recovered-cultist",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Religion and Deception.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Equipment",
                    "desc": "Vestments and a holy symbol of your previous cult, a set of common clothes, a belt pouch containing 15 gp.",
                    "type": "equipment"
                },
                {
                    "name": "Wicked Awareness",
                    "desc": "Your time worshipping in secrecy and shadow at the altar of malevolent forces has left you with insight and keen awareness to those who still operate in such ways. You can often spot hidden signs, messages, and signals left in populated places. If actively seeking signs of a cult or dark following, you have an easier time locating and decoding the signs or social interactions that signify cult activity, gaining advantage on any ability checks to discover such details.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Use the tables for the Acolyte background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your intent on fleeing your past and rectifying your future. Your bond is likely associated with those who gave you the insight and strength to flee your old ways. Your ideal probably involves your wishing to take down and destroy those who promote the dark ways you escaped, and perhaps finding new faith in a forgiving god.",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Recovered Cultist",
            "desc": "Dark deities whisper and promise great power to those who listen. Their cults are scattered and separated, with little to no unity between the greater evils. Hidden hierarchies of power-hungry mortals corrupt and seduce, promising a sliver of the same power they had been promised when the time comes to reap their harvest.\r\nYou once belonged to such a cult. Perhaps it was brief, embracing the rebellious spirit of youth and curious where this path may take you. You also may have felt alone and lost, this community offering a welcome you had been subconsciously seeking. It’s possible you were raised from the beginning to pray to the gods of shadow and death. Then one day the veil was lifted and the cruel truth shook your faith, sending you running from the false promises and seeking redemption.\r\nYou have been freed from the bindings of these dangerous philosophies, but few secret societies find comfort until those who abandon their way are rotting beneath the soil.",
            "document": "https://api-beta.open5e.com/v2/documents/taldorei/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/sage/?format=api",
            "key": "sage",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Intelligence and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "History, and either Arcana, Culture, Engineering, or Religion.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Bottle of ink, pen, 50 sheets of parchment, common clothes.",
                    "type": "equipment"
                },
                {
                    "name": "Library Privileges",
                    "desc": "As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Sage Connections\r\n\r\n1. Your rival who always seems to be one step ahead of you in the research race.\r\n2. The college dean who banished you for conduct unbefitting a research fellow.\r\n3. A former student of yours who has become a dangerous wizard.\r\n4. The professor who took credit for your research.\r\n5. The rival sage whose cruel nickname for you has made you a laughingstock.\r\n6. The alchemist who will pay for bizarre monster trophies and other ingredients—no questions asked.\r\n7. The peer with a competing cosmological theory that causes endless friendly bickering.\r\n8. The noble who recognized your intelligence at a young age and sponsored your entrance into academia.\r\n9. A talented apprentice who ran away after mastering magical power but not the theoretical foundation to control it.\r\n10. The invading general who burned the library that was once your home.\r\n\r\n### Sage Mementos\r\n\r\n1. A letter from a colleague asking for research help.\r\n2. Your incomplete manuscript.\r\n3. An ancient scroll in a language that no magic can decipher.\r\n4. A copy of your highly unorthodox theoretical work that got you in so much trouble.\r\n5. A list of the forbidden books that may answer your equally forbidden question.\r\n6. A formula for a legendary magic item for which you have no ingredients.\r\n7. An ancient manuscript of a famous literary work believed to have been lost; only you believe that it is genuine.\r\n8. Your mentor's incomplete bestiary, encyclopedia, or other work that you vowed to complete.\r\n9. Your prize possession: a magic quill pen that takes dictation.\r\n10. The name of a book you need for your research that seems to be missing from every library you've visited.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).",
                    "type": "adventures_and_advancement"
                }
            ],
            "name": "Sage",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/sailor/?format=api",
            "key": "sailor",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Constitution and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, and either Acrobatics or Perception.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Common clothes, navigator's tools, 50 feet of rope.",
                    "type": "equipment"
                },
                {
                    "name": "Sea Salt",
                    "desc": "Your nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships' comings and goings. You also recognize most large ships by sight and by name, and can make a History orCulturecheck to recall their most recent captain and allegiance.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Sailor Mementos\r\n1. A dagger with a handle carved from a dragon turtle's tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it.\r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction's signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol.\r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.\r\n\r\n### Sailor Mementos\r\n1. A dagger with a handle carved from a dragon turtle’s tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it. \r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction’s signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol. \r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "You and your companions will be able to take passage for free on nearly any commercial ship in exchange for occasional ship duties when all hands are called. In addition, after you have a few naval exploits under your belt your fame makes sailors eager to sail under you. You can hire a ship's crew at half the usual price.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Navigator’s tools, water vehicles.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Sailor",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/scoundrel/?format=api",
            "key": "scoundrel",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, Sleight of Hand",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "No additional languages",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of gaming set, thieves' tools",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A bag of 1,000 ball bearings, a pet monkey wearing a tiny fez, a set of common clothes, and a pouch containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Urban Explorer",
                    "desc": "You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Despite their poor upbringing, scoundrels tend to live a charmed life—never far from trouble, but usually coming out on top. Many are thrill-seekers who delight in taunting their opponents before making a flashy and daring escape. Most are generally good-hearted, but some are self-centered to the point of arrogance. Quieter, introverted types and the lawfully-inclined can find them very annoying.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | Flashing a big smile often gets me out of trouble. |\r\n| 2 | If I can just keep them talking, it will give me time to escape. |\r\n| 3 | I get fidgety if I have to sit still for more than ten minutes or so. |\r\n| 4 | Whatever I do, I try to do it with style and panache. |\r\n| 5 | I don't hold back when there's free food and drink on offer. |\r\n| 6 | Nothing gets me more annoyed than being ignored. |\r\n| 7 | I always sit with my back to the wall and my eyes on the exits. |\r\n| 8 | Why walk down the street when you can run across the rooftops? |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Freedom.** Ropes and chains are made to be broken. Locks are made to be picked. Doors are meant to be opened. (Chaotic) |\r\n| 2 | **Community.** We need to look out for one another and keep everyone safe. (Lawful) |\r\n| 3 | **Charity.** I share my wealth with those who need it the most. (Good) |\r\n| 4 | **Friendship.** My friends matter more to me than lofty ideals. (Neutral) |\r\n| 5 | **Aspiration.** One day my wondrous deeds will be known across the world. (Any) |\r\n| 6 | **Greed.** I'll stop at nothing to get what I want. (Evil) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My elder sibling taught me how to find a safe hiding place in the city. This saved my life at least once. |\r\n| 2 | I stole money from someone who couldn't afford to lose it and now they're destitute. One day I'll make it up to them. |\r\n| 3 | The street kids in my town are my true family. |\r\n| 4 | My mother gave me an old brass lamp. I polish it every night before going to sleep. |\r\n| 5 | When I was young, I was too scared to leap from the tallest tower in my hometown onto the hay cart beneath. I'll try again someday. |\r\n| 6 | A city guardsman let me go when they should have arrested me for stealing. I am forever in their debt. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | If there's a lever to pull, I'll pull it. |\r\n| 2 | It's not stealing if nobody realizes it's gone. |\r\n| 3 | If I don't like the odds, I'm out of there. |\r\n| 4 | I often don't know when to shut up. |\r\n| 5 | I once filched a pipe from a priest. Now I think the god has cursed me. |\r\n| 6 | I grow angry when someone else steals the limelight. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Scoundrel",
            "desc": "You were brought up in a poor neighborhood in a crowded town or city. You may have been lucky enough to have a leaky roof over your head, or perhaps you grew up sleeping in doorways or on the rooftops. Either way, you didn't have it easy, and you lived by your wits. While never a hardened criminal, you fell in with the wrong crowd, or you ended up in trouble for stealing food from an orange cart or clean clothes from a washing line. You're no stranger to the city watch in your hometown and have outwitted or outrun them many times.",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/sentry/?format=api",
            "key": "sentry",
            "benefits": [
                {
                    "name": "Skill Proficiencies",
                    "desc": "Insight, Perception",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One language of your choice",
                    "type": "language"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of gaming set",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "A set of dice or deck of cards, a shield bearing your previous employer's symbol, a set of common clothes, a hooded lantern, a signal whistle, and a belt pouch containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Comrades in Arms",
                    "desc": "The knowing look from the caravan guard to the city gatekeeper or the nod of recognition between the noble's bodyguard and the district watchman—no matter the community, city, or town, the guards share a commonality of purpose. When you arrive in a new location, you can speak briefly with the gate guards, local watch, or other community guardians to gain local knowledge. This knowledge could be information, such as the most efficient routes through the city, primary vendors for a variety of luxury goods, the best (or worst) inns and taverns, the primary criminal elements in town, or the current conflicts in the community.",
                    "type": "feature"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "You're a person who understands both patience and boredom, as a guard is always waiting for something to happen. More often than not, sentries hope nothing happens because something happening usually means something has gone wrong. A life spent watching and protecting, acting in critical moments, and learning the details of places and behaviors; all of these help shape the personality of the former sentry. Some claim you never stop being a guard, you just change what you protect.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I've seen the dregs of society and nothing surprises me anymore. |\r\n| 2 | I know where to look to spot threats lurking around a corner, in a glance, and even in a bite of food or cup of drink. |\r\n| 3 | I hate standing still and always keep moving. |\r\n| 4 | My friends know they can rely on me to stand and protect them. |\r\n| 5 | I resent the rich and powerful; they think they can get away with anything. |\r\n| 6 | A deception of any sort marks you as untrustworthy in my mind. |\r\n| 7 | Stopping lawbreakers taught me the best ways to skirt the law. |\r\n| 8 | I never take anything at face-value. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Greed.** Threats to my companions only increase my glory when I protect them from it. (Evil) |\r\n| 2 | **Perception.** I watch everyone, for threats come from every rank or station. (Neutral) |\r\n| 3 | **Duty.** The laws of the community must be followed to keep everyone safe. (Lawful) |\r\n| 4 | **Community.** I am all that stands between my companions and certain doom. (Good) |\r\n| 5 | **Determination.** To truly protect others, you must sometimes break the law. (Chaotic) |\r\n| 6 | **Practicality.** I require payment for the protection or service I provide. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My charge is paramount; if you can't protect your charge, you've failed. |\r\n| 2 | I was once saved by one of my fellow guards. Now I always come to my companions' aid, no matter what the threat. |\r\n| 3 | My oath is unbreakable; I'd rather die first. |\r\n| 4 | There is no pride equal to the accomplishment of a successful mission. |\r\n| 5 | I stand as a bulwark against those who would damage or destroy society, and society is worth protecting. |\r\n| 6 | I know that as long as I stand with my companions, things can be made right. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | Sometimes I may overindulge in a guilty pleasure, but you need something to pass time. |\r\n| 2 | I can't just sit quietly next to someone. I've got to fill the silence with conversation to make good company. |\r\n| 3 | I'm not very capable in social situations. I'd rather sit on the sidelines and observe. People make me nervous. |\r\n| 4 | I have a tough time trusting strangers and new people. You don't know their habits and behaviors; therefore, you don't know their risk. |\r\n| 5 | There is danger all around us, and only the foolish let their guard down. I am no fool, and I will spot the danger. |\r\n| 6 | I believe there's a firm separation between task and personal time. I don't do other people's work when I'm on my own time. If you want me, hire me. |",
                    "type": "suggested_characteristics"
                }
            ],
            "name": "Sentry",
            "desc": "In your youth, the defense of the city, the community, the caravan, or your patron was how you earned your coin. You might have been trained by an old, grizzled city watchman, or you might have been pressed into service by the local magistrate for your superior skills, size, or intellect. However you came to the role, you excelled at defending others. You have a nose for trouble, a keen eye for spotting threats, a strong arm to back it up, and you are canny enough to know when to act. Most importantly, though, you were a peace officer or a protector and not a member of an army which might march to war.\r\n\r\n### Specialization\r\nEach person or location that hires a sentry comes with its own set of unique needs and responsibilities. As a sentry, you fulfilled one of these unique roles. Choose a specialization or roll a d6 and consult the table below to define your expertise as a sentry.\r\n\r\n| d6 | Specialization |\r\n|---|---|\r\n| 1 | City or gate watch |\r\n| 2 | Bodyguard or jailor |\r\n| 3 | Caravan guard |\r\n| 4 | Palace or judicial sentry |\r\n| 5 | Shop guard |\r\n| 6 | Ecclesiastical or temple guard |",
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/soldier/?format=api",
            "key": "soldier",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Strength and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, and either Animal Handling or Intimidation.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of gaming set.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Uniform, common clothes, 7 days rations.",
                    "type": "equipment"
                },
                {
                    "name": "Military Bearing",
                    "desc": "Soldiers recognize their own. Off duty soldiers are usually willing to trade tales and gossip with you. On duty soldiers, while not obeying your orders, are likely to answer your questions and treat you respectfully on the off chance that you’re an unfamiliar officer who can get them in trouble.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "You will occasionally run into old comrades, some of whom may need favors. If you perform a few celebrated martial deeds your old military outfit (or a new one) is likely to offer you an officer’s rank. You gain the free service of up to 8 guards. Your new commanders will occasionally give you objectives: you will be expected to act independently in order to achieve these objectives.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Soldier Connections\r\n1. Your old commanding officer who still wants you to rejoin.\r\n2. The commander who callously sent your unit into a slaughter.\r\n3. Your shady war buddy who can get their hands on anything with no questions asked.\r\n4. Your best friend who went missing on the battlefield. \r\n5. The comrade who saved your life at the risk of their own.\r\n6. The ghost who haunts you. \r\n7. The superior officer you punched (for abusing civilians? For insulting your honor? For preventing you from looting?)\r\n8. The scary experimental war construct you accompanied on a dangerous mission.\r\n9. The golden-armored knight with ridiculously good teeth who was always giving inspiring speeches.\r\n10. The enemy officer who captured you.\r\n\r\n### Soldier Mementos\r\n1. A broken horn, tooth, or other trophy salvaged from a monster’s corpse.\r\n2. A trophy won in a battle (a tattered banner, a ceremonial sword, or similar).\r\n3. A gaming set.\r\n4. A letter from your sweetheart.\r\n5. An old wound that twinges in bad weather.\r\n6. A letter you’re supposed to deliver to a dead comrade’s family.\r\n7. A horrifying memory you can’t escape.\r\n8. A horned or plumed helmet.\r\n9. The sword you broke over your knee rather than fight for those bastards another day.\r\n10. A medal for valor.",
                    "type": "connection_and_memento"
                }
            ],
            "name": "Soldier",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/backgrounds/trader/?format=api",
            "key": "trader",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Persuasion, and either Culture, Deception, or Insight.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Equipment",
                    "desc": "Traveler's clothes, abacus, merchant's scale.",
                    "type": "equipment"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Trader Connections\r\n1. The parent or relative who wants you to carry on the family business.\r\n2. The sibling who inherited the other half of the family business.\r\n3. The trading company to which you are indentured until you pay off a debt.\r\n4. The powerful merchant who will never forgive the business coup you pulled off.\r\n5. The noble whose horse trampled your poor family’s vegetable stall, injuring or killing a relative you\r\ndearly loved.\r\n6. The parent or elder sibling who squandered your family fortune.\r\n7. The business partner who cheated you.\r\n8. The customs agent who has sworn to catch you red-handed with illicit goods.\r\n9. The crime boss to whom you wouldn’t pay protection money.\r\n10. The smuggler who will pay well for certain commodities.\r\n\r\n### Trader Mementos\r\n1. The first gold piece you earned.\r\n2. Thousands of shares in a failed venture.\r\n3. A letter of introduction to a rich merchant in a distant city.\r\n4. A sample of an improved version of a common tool.\r\n5. Scars from a wound sustained when you tried to collect a debt from a vicious noble.\r\n6. A love letter from the heir of a rival trading family.\r\n7. A signet ring bearing your family crest, which is famous in the mercantile world.\r\n8. A contract binding you to a particular trading company for the next few years.\r\n9. A letter from a friend imploring you to invest in an opportunity that can't miss.\r\n10. A trusted family member's travel journals that mix useful geographical knowledge with tall tales.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Because of your commercial contacts you may be offered money to lead or escort trade caravans. You'll receive a fee from each trader that reaches their destination safely.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Supply and Demand",
                    "desc": "When you buy a trade good and sell it elsewhere to a community in need of that good, you gain a 10% bonus to its sale price for every 100 miles between the buy and sell location (maximum of 50%).",
                    "type": "feature"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One vehicle.",
                    "type": "tool_proficiency"
                }
            ],
            "name": "Trader",
            "desc": "[No description provided]",
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        }
    ]
}