Backgrounds are more important in Dungeons & Dragons 5.5e than ever, and luckily, new books are rapidly expanding the list of official options. The latest additions come from the new sourcebook Arcana Unleashed, which offers up eight new backgrounds for players to choose from.
True to Arcana Unleashed‘s focus on magic, these backgrounds tie into various magical concepts and groups, making them a good fit for characters built around spellcasting. They could still provide an interesting dash of flavor for more mundane builds, though, so they’re worth examining for anyone rolling up a new Dungeons & Dragons character.
Agent Of The Ninth Quill
The Ninth Quill is a group of “thieves, saboteurs, and spies” who focus on magical items and escapades. An Agent of the Ninth Quill has experience with the collective, and they’ve gotten better at both magic and general skullduggery along the way.
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Ability Scores |
Dexterity, Intelligence, Charisma |
|---|---|
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Feat |
Arcane Infiltrator |
|
Skill Proficiencies |
Arcana & Sleight of Hand |
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Tool Proficiency |
Thieves’ Tools |
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Equipment |
(A) Dagger, Light Hammer, Thieves’ Tools, Iron Spikes, Rope, Traveler’s Clothes 17 GP or (B) 50 GP |
An Agent of the Ninth Quill’s Arcane Infiltrator feat gives them access to the friends cantrip, using Intelligence, Wisdom, or Charisma for spellcasting. It also allows them to dodge as a bonus action a number of times equal to their proficiency bonus per Long Rest.
Bejeweled Conclave Spy
Bejeweled Conclave Spies have also fallen in with an arguably unscrupulous group, working on behalf of the Bejeweled Conclave in higher social circles. While they might be fashionable and in favor, these spies are infiltrating high society to work toward the organization’s goals.
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Ability Scores |
Dexterity, Wisdom, Charisma |
|---|---|
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Feat |
Arcane Eloquence |
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Skill Proficiencies |
Deception & Perception |
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Tool Proficiency |
Disguise Kit |
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Equipment |
(A) Disguise Kit, Fine Clothes, Perfume, 5 GP or (B) 50 GP |
The Arcane Eloquence feat comes with the vicious mockery cantrip, using Intelligence, Wisdom, or Charisma. A character with this background can add 1d4 to every Charisma check, making tricky conversations a little easier.
Cosmic Dawn Experiment
The Bringers of the Cosmic Dawn conduct some truly alien experiments, and one of them has altered the body of anyone with this background. Their “strange anatomy” defines their powers, giving them some distinct physical advantages.
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Ability Scores |
Strength, Dexterity, Constitution |
|---|---|
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Feat |
Transmuted Anatomy |
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Skill Proficiencies |
Athletics & Survival |
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Tool Proficiency |
Artisan’s Tools |
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Equipment |
(A) Artisan’s Tools, Backpack, Robe, Traveler’s Clothes, 30 GP or (B) 50 GP |
The Transmuted Anatomy feat increases the speed of any Cosmic Dawn Experiment by five feet. They also have a bit of extra resilience, with Advantage on saving throws against effects that would force them to shape-shift and an additional 1d4 on failed Constitution Saving Throws that can turn them into a success.
Covenant Of The Grave Recruit
Whether a Covenant of the Grave Recruit is into D&D necromancy or simply enamored by decay, they’ve spent a good deal of time studying death. Luckily, in addition to a better understanding of death itself, this leads to plenty of general knowledge about a variety of topics.
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Ability Scores |
Strength, Dexterity, Constitution |
|---|---|
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Feat |
Arcane Undertaker |
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Skill Proficiencies |
History & Medicine |
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Tool Proficiency |
Herbalism Kit |
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Equipment |
(A) Dagger, Herbalism Kit, Book, Shovel, 16 GP or (B) 50 GP |
Thanks to the Arcane Undertaker feat, a Covenant of the Grave Recruit can learn one Necromancy cantrip from the Cleric or Wizard spell list, using Intelligence, Wisdom, or Charisma for spellcasting. Intelligence (History) and Wisdom (Medicine) checks get an additional 1d4, and stabilizing a downed creature with the Help action grants Heroic Inspiration once per Long Rest.
Crucible Storm Chaser
The world of D&D has even more bizarre phenomena than the planet Earth does, and Crucible Storm Chasers are always there to check them out. Chasing after natural and magical catastrophes gives them a unique penchant for power and a thrill-seeking nature.
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Ability Scores |
Strength, Constitution, Intelligence |
|---|---|
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Feat |
Arcane Overload |
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Skill Proficiencies |
Athletics & Nature |
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Tool Proficiency |
Glassblower’s Tools |
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Equipment |
(A) Glassblower’s Tools, Backpack, Rope, Traveler’s Clothes, 15 GP or (B) 50 GP |
Arcane Overload comes with the fire bolt cantrip, using Intelligence, Wisdom, or Charisma. A Crucible Storm Chaser can add their proficiency bonus to damage dealt with a roll for an Evocation spell once per Long Rest.
Familiar Trainer
A lot of D&D characters have familiars, but they’re often more of an accessory than a core part of the character’s identity. Not so for a Familiar Trainer, who “can’t imagine life” in the absence of a familiar at their side.
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Ability Scores |
Constitution, Intelligence, Wisdom |
|---|---|
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Feat |
Familiar Friend |
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Skill Proficiencies |
Animal Handling & Arcana |
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Tool Proficiency |
Gaming Set |
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Equipment |
(A) Quarterstaff, Gaming Set, Bedroll, Bell, String, Tinderbox, Traveler’s Clothes, Waterskin, 44 GP or (B) 50 GP |
The Familiar Friend feat levels up the use of a familiar, making find familiar a perpetually prepared spell that can be cast once without a spell slot or Material components per Long Rest. Familiar HP gets a boost, and having a familiar in proximity can offer Advantage on skill checks with proficiency.
Horizon Weaver Initiate
Horizon Weavers love to wander, and they do so through the power of teleportation magic. This feat doesn’t offer long-range teleportation options, but it does open up some short-range potential.
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Ability Scores |
Dexterity, Constitution, Wisdom |
|---|---|
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Feat |
Portal Jumper |
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Skill Proficiencies |
Acrobatics & Survival |
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Tool Proficiency |
Weaver’s Tools |
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Equipment |
(A) Shortbow, 20 Arrows, Weaver’s Tools, Map, Quiver, Rope, Traveler’s Clothes, 18 GP or (B) 50 GP |
Portal Jumper gives Horizon Weaver Initiaties resistance to either Necrotic, Psychic, or Radiant damage, chosen when the feat is selected. They can use 15 feet of movement to teleport to visible unoccupied spaces within 15 feet, with uses of the ability recharged after every Long Rest.
Phantasmic Circus Trooper
The Phantasmic Circus creates memorable, magical spectacles across the world, and a Phantasmic Circus Trooper has learned a lot by traveling with the crew. This comes in the form of magic that impresses audience, specifically Illusion.
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Ability Scores |
Dexterity, Constitution, Charisma |
|---|---|
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Feat |
Arcane Artist |
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Skill Proficiencies |
Deception & Performance |
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Tool Proficiency |
Disguise Kit |
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Equipment |
(A) Disguise Kit, Gaming Set, Costume, Mirror, Traveler’s Clothes, 12 GP or (B) 50 GP |
The Arcane Artist feat offers the minor illusion cantrip, using Intelligence, Wisdom, or Charisma. Casting Illusion spells allows Phantasmic Circus Troopers to grant Heroic Inspiration to a nearby ally once per Long Rest.
Seer Apprentice
The Seers of Sea and Sky pay attention to clouds and waves to predict the future, a talent that a Seer Apprentice has started to pick up on. They’ve also spent plenty of time studying, furthering their general knowledge.
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Ability Scores |
Intelligence, Wisdom, Charisma |
|---|---|
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Feat |
Arcane Omens |
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Skill Proficiencies |
History & Insight |
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Tool Proficiency |
Navigator’s Tools |
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Equipment |
(A) Navigator’s Tools, 8 Candles, Ink, Ink Pen, Parchment, Pouch, Tinderbox, Traveler’s Clothes, 11 GP or (B) 50 GP |
With Arcane Omens, Seer Apprentices can use the guidance cantrip with Intelligence, Wisdom, or Charisma. When nearby creatures fail saving throws, Seer Apprentices can add a 1d4 as a Reaction in an attempt to save the roll.
Ward Of The Sheltering Hands
The Sheltering Hands are known for their altruism, and their wards have both received help and learned from their magical abilities. In turn, they should do the same for others, although that’s ultimately up to the player.
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Ability Scores |
Constitution, Wisdom, Charisma |
|---|---|
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Feat |
Arcane Safeguard |
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Skill Proficiencies |
Insight & Medicine |
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Tool Proficiency |
Cook’s Utensils |
|
Equipment |
(A) Cook’s Utensils, Blanket, Healer’s Kit, Lamp, Oil, Tinderbox, Traveler’s Clothes, Waterskin, 40 GP or (B) 50 GP |
The Arcane Safeguard feat provides the resistance cantrip, using Intelligence, Wisdom, or Charisma. This can be cast as a bonus action a number of times equal to the Ward’s proficiency bonus, recharged after Long Rests. Assisting with a Dungeons & Dragons ally’s ability check grants them temporary HP.
- Original Release Date
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1974
- Publisher
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TSR Inc., Wizards of the Coast
- Designer
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E. Gary Gygax, Dave Arneson
- Player Count
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2-7 Players
PakarPBN
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