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====Backgrounds==== Backgrounds are a lot more critical to a character's development, as they are now what provides the stat boosts that formerly would have just attributed to races, meaning that it's now the upbringing that defines a character rather than heredity. In addition, instead of the vaguer narrative abilities, each background now automatically provides a feat, language, and tool proficiency. Building your own custom background is the default but UA provides some pre-made examples if you can't decide: *'''Acolyte''' +2 Wis +1 Int. Gives the Magic Initiate (Divine) feat, giving you a bonus Divine spell to cast, which might be handy for paladins. *'''Artisan''' +2 Int +1 Cha. Gives the Crafter feat, not only providing proficiency with several different tools but also makes crafting faster and more efficient. *'''Charlatan''' +2 Cha +1 Dex. Gives the Skilled feat so it's a decent all-rounder to take for a ton of skills. *'''Criminal''' +2 Dex +1 Int. Gives the Alert feat to not only improve Initiative (Only adding +Proficiency bonus instead of full advantage) as well as the ability to swap Initiatives with someone else if you're feeling greedy (or charitable). *'''Cultist''' +2 Int +1 Cha. Gives the Magic Initiate (Arcane) feat, giving you a bonus Arcane spell to cast. *'''Entertainer''' +2 Cha +1 Dex. Gives the Musician feat, not only providing proficiency with multiple instruments but also the ability to give allies <s>Inspiration</s> Heroic Advantage after a rest. *'''Farmer''' +2 Con +1 Wis. Gives the Tough feat for more HP. *'''Gladiator''' +2 Str +1 Cha. Gives the Savage Attacker feat to re-roll weapon damage once per turn. *'''Guard''' +2 Str +1 Wis. Gives the Alert feat to not only improve Initiative (Only adding +Proficiency bonus instead of full advantage) as well as the ability to swap Initiatives with someone else if you're feeling greedy (or charitable). *'''Guide''' +2 Wis +1 Dex. Gives the Magic Initiate (Primal) feat, giving you a bonus Primal spell to cast, which might be handy for rangers. *'''Hermit''' +2 Wis +1 Con. Gives the Magic Initiate (Primal) feat, giving you a bonus Primal spell to cast, which might be handy for rangers. *'''Laborer''' +2 Con +1 Str. Gives the Tough feat for more HP. *'''Noble''' +2 Cha +1 Int. Gives the Skilled feat so it's a decent all-rounder to take for a ton of skills. *'''Pilgrim''' +2 Wis +1 Con. Gives the Healer feat for some non-magical healing. *'''Sage''' +2 Int +1 Wis. Gives the Magic Initiate (Arcane) feat, giving you a bonus Arcane spell to cast. *'''Sailor''' +2 Dex +1 Wis. Gives the Tavern Brawler feat to provide improved unarmed combat and ways to use improvised weapons. *'''Soldier''' +2 Str +1 Con. Gives the Savage Attacker feat to re-roll weapon damage once per turn. *'''Urchin''' +2 Dex +1 Wis. Gives the Lucky feat for some re-rolls to impose upon yourself or the enemy.
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