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Background powers are based on a character’s origin or their ongoing story. They are per-adventure powers; once used, the power is not available again until a major quest is accomplished. Some are useable only between adventures, others during an extended rest, and others at any time.

Many of these require some creativity on the part of the DM.

Rogue or Halfling or Human: Just the Thing – turns out you have an item in your pack that is perfect for the situation (max 2gp?). During an adventure

Warlock or Elf or Eladrin: Secret Way – discover a little-known shortcut that gets you there in half the time. During a journey that would otherwise take as long as a month or as little as four hours

Ranger or Dwarf or Elf: Hidden Refuge – you know a place within two hour’s journey where you can rest without worry of being discovered or attacked. Any time the group is above ground (as with all of these, the DM may impose some limitations but should be as flexible as possible)

Cleric or Half-Elf or Dragonborn: Favored Omen – villagers or townspeople like you a lot and help you out, granting +5 to three social (or economic) skill checks. When dealing with people in one town or village – checks can be made at different times, but must be made in the same village or town

Warlord or Human or Half-Elf: Forewarned is Forearmed

Wizard or Eladrin or Tiefling: History Repeats Itself +10 to all knowledge-related skill checks, if ancient history is involved. During a single encounter

Paladin or Tiefling or Halfling: Dark Rumors

Fighter or Dragonborn or Dwarf: Special Trip to the Armory Gain up to [x gp per level?] worth of weapons or armor. While in a town or village that has at least a blacksmith