Dungeon Inn - Variant Background Rules
Dungeon Inn - Variant Background Rules
Dungeon Inn - Variant Background Rules
Rules for 5e
source.
To purchase proficiency in medium armour or shields,
you must first be proficient in light armour, either from
This supplement provides optional rules for assigning another source or by purchasing it for its standard cost.
character background proficiencies in Dungeons and To purchase proficiency in heavy armour, you must
Dragons 5th Edition. The reasoning behind creating already be proficient in medium armour, either from
these variant rules is twofold; to provide more players another source or by purchasing it for its standard cost.
with more options for customisation during character
creation, and to help balance out the six ability scores Skill Point Table
by giving the Intelligence score a new mechanic to Standard Expert
interact with – skill points. Proficiency Cost Cost
This supplement takes the background system as One skill in your class list* 1 3
described in Chapter 4 of the Player’s Handbook and One Language 1 -
expands upon it. It allows players to pick and choose One Tool 1 -
the skills, tools, or other proficiencies granted to their One Musical instrument or Gaming set 1 2
characters through their background while keeping the One Vehicle 1 2
rest of the benefits intact. These new rules are designed One simple weapon 1 -
to replace the rules used in the Player’s Handbook. One martial weapon 2 -
To use these rules, start by picking a background for Firearms 2 -
your character as normal. However, only record the One skill not in your class list* 2 3
name, starting equipment and unique feature of your Light Armour 2 -
chosen background on your character sheet (if you wish Medium Armour 3 -
to forgo your starting equipment in favour of gold, you Shields 3 -
can do so using the rules provided in Chapter 5 of the Heavy Armour 4 -
Player’s Handbook). *Skills on your class list are only the skills listed under the Class
Features heading of your class, and do not include any skills granted to
you by features of your class or subclass.
Skill Points
Your aptitude for learning is measured by skill points, Once you have spent skill points on a proficiency, you
which are based off your character’s Intelligence score. cannot change your choice, even if you later gain more
You can use these points to ‘buy’ skill, tool and other skill points. If your character’s Intelligence modifier
proficiencies during character creation as shown on permanently increases due to a feature of your class,
the Skill Point table. These proficiencies replace any a feat, a magic item, or a boon, you gain 1 additional
proficiencies you would ordinarily gain from your skill point for every increase of 1 to your modifier.
background. The effects of potions, spells or magic items that grant
You have a number of skill points equal to 6 + your temporary or conditional increases to your ability scores
Intelligence modifier. You can spend as many of these (for example a headband of intellect) do not increase
skill points as you like during character creation. Any your number of available skill points.
unspent skill points are recorded on your character You can purchase an option from the skill point table
sheet and may be spent when you gain a level in any multiple times, but you can only purchase a maximum
class, or at any point the DM chooses (such as after of 3 skills for their standard cost and 1 skill for its expert
completing a period of downtime). cost, regardless of if those skills are on your class list or
Some proficiencies have two costs; a standard and not.
an expert cost. Purchasing a proficiency for a standard As always, the DM decides what is and isn’t allowed
cost allows you to add your proficiency bonus to checks in their campaign. Some of the options provided by
using it. Purchasing a proficiency for its expert cost these rules, such as being able to add double your
allows you to add double your proficiency bonus to proficiency bonus to skills, have the potential to shift
checks using it. To purchase a proficiency for its expert game balance. They are provided here to allow for
greater variety of character concepts and specialisation,
but it is ultimately the DM’s decision whether or not
Why Use Intelligence? these options are used.
The Intelligence score is intended to represent your
character’s mental acuity and education. While this doesn’t
always represent how a character came to learn the skills
provided by their background, the choice to tie this system /TheDungeonInn
to the Intelligence score was made to place a greater focus
on the score within the game. The Intelligence score in 5th /TheDungeonInn
Edition D&D has practically no mechanical bearing outside
of your class features, should they require it. As a result, many /TheDungeonInn
players choose to “dump” their Intelligence score and face
no repercussions for it. Additionally, Intelligence has been
historically tied to skill-based classes like the Wizard, Artificer /TheDungeonInn
and Rogue, as it represents a character’s aptitude for learning.