Other WotC Bckground Features

With the PHB's 'customizing a background' rule, the single most significant component of a backgorund is the Feature, as pretty much everything else can be edited. I'm including a list of other backgrounds I've found, published by WotC that aren't on D&D Beyond. I'm including the PHB rule for reference and organizing the backgrounds by publication. The feature name is in bold and the background is in paranthesis.

Customizing a Background (PHB, chapter 4)

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your DM to create one.

D&D Adventurers League: State of Hillsfar

  • Shelter of the Elven Clergy (Cormanthor Refugee). The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle.
  • Red Plume and Mage Guild Contacts (Gate Urchin). You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments.
  • Factor (Hillsfar Merchant)Although you’ve left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days.
  • Trade Contact (Hillsfar Merchant). You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas.
  • Secret Passage (Hillsfar Smuggler). You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you’re calling in a favor, you can’t be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes.
  • Secret Identity (Secret Identity, prerequisite: non-human). You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
  • Secret Society (Shade Fanatic). You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory.
  • Investigative Services (Trade Sherrif)You are part of a small force outside of Hillsfar You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade.

D&D Adventurers League: Mulmaster, Character Options

  • Wagonmaster (Caravan Specialist). You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.
  • Deep Miner (Earthspun Miner). You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves.
  • Harborfolk (Harborfolk). You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your  companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are).
  • Highborn (Mulmaster Aristocrat). Mulmaster is run by and for its aristoracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances.
  • Phlan Survivor (Phlan Refugee). Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos.

D&D Adventurers League: Curse of Strahd: Optional Backgrounds

  • Double Agent (Black Fist Double Agent). You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents.
  • Dragonscarred (Dragon Casualty). Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharax and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes. You can parley this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times.
  • Black-Market Breeder (Iron Route Bandit). You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them.
  • Guerilla (Plan Insurgent). You’ve come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge--or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use.
  • Ex-Convict (Stojanow Prisoner). The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area.
  • At Home in the Wild (Ticklebelly Nomad). The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you.

Knuckleheads & Other Such Curiosities: A Traveler's Guide to Icewind Dale

  • Go to Ground (Artic Guide). You have a nose for where people are likely to run to when in danger. You are adept at guessing the paths a panicked individual might take or where they might seek shelter. When in the wilderness you always find a relatively safe place to rest if such a place exists.
  • Secret Spot (Cold Water Fisherfolk). You know all the best spots for fishing and when to go there. When others can’t get anything to bite, you are bound to catch enough to feed a party of ten given sufficient time.
  • Friendly Faces (Goliath Seeker). You know people throughout Icewind Dale who tell you things. You regularly hear rumors from your loose network of acquaintances that lead to adventure or warn of danger.
  • Fool’s Gold (Prospector). Your eye for the color gold has no peer. You can appraise objects the value of precious metals. This feature might allow you to know that an idol contains 100 gp worth of silver, but not that it would be worth 1000 gp to the right antiquities collector.
  • Share the Fire (Skald). In exchange for your stories and songs, you are welcome at everyone’s fire. You receive free food and lodging in exchange for your performances. It may be Modest at best, but you heroes take what is freely offered.
  • Dark Reputation (Survivor). People whisper behind your back about the trials you have suffered. Some fear you. Others offer pity. But all avoid getting to close to you, worried that they will be the next loss you suffer. People are happy to see you move on you so you get away with minor offenses such as rude behavior or leaving the tavern before paying your tab.
  • Balanced (Whaler). The tempestuous waves of the Sea of Moving Ice are made all the worse by a thrashing wounded whale. You never lose your balance due to stormy seas.

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