{
	"backgroundFluff": [
		{
			"name": "Acolyte",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric\u2014performing sacred rites is not the same thing as channeling divine power.",
								"Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods of the Multiverse section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny."
							]
						}
					]
				}
			]
		},
		{
			"name": "Anthropologist",
			"source": "ToA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation- by visiting far-flung settlements and exploring local histories and customs."
							]
						}
					]
				}
			]
		},
		{
			"name": "Archaeologist",
			"source": "ToA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms."
							]
						}
					]
				}
			]
		},
		{
			"name": "Athlete",
			"source": "MOT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your exploits precede you and might open doors or loosen tongues.",
								"Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/MOT/Athlete.png"
					}
				}
			]
		},
		{
			"name": "Augen Trust (Spy)",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Little is known about the Augen Trust, even within the court of the Dwendalian Empire. Only one person knows all the members of this elite network of imperial spies: its leader, Oliver Schreiber, a noble gnome with the ear of King Dwendal.",
								"If you were favored with membership in the Augen Trust, your entire life was laid bare before the secret spymaster at one point, and you were found to be a loyal servant of the empire with a particular set of skills. Betraying the Trust is high treason against the crown, and defectors are hunted down and quickly slain.",
								"Most defectors from the Augen Trust flee to the Biting North, beyond the reach of the empire. The Clovis Concord would extradite traitors in a heartbeat to maintain diplomatic relations with the empire, and fleeing to Xhorhas is tantamount to suicide in the present political climate.",
								"If you are a member of the Trust going on adventures, you are either a traitor who has somehow managed to keep your true identity secret from the greatest spies in the empire\u2014or you are still on active duty. In the latter case, you can work with your DM to figure out why you are traveling with outside adventurers."
							]
						}
					]
				}
			]
		},
		{
			"name": "Azorius Functionary",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order\u2014as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Acolyte",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"It's said that every faith in the world has a believer in Baldur's Gate. Not only are most established faiths tolerated\u2014even if some of them, including most of the openly evil faiths, are relegated to the Outer City's Twin Songs neighborhood\u2014but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this background might aspire to greater things, not for themselves, but for their faith."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Charlatan",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Everybody's always trying to get a leg up on somebody in Baldur's Gate. One group's con artist might be another's revolutionary. Or maybe you're just in it for yourself. In any case, characters with this background have a plan to hit the big time; all they need is audacity and a little time."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Criminal",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"No career criminal in Baldur's Gate operates without being aware of the Guild. Some studiously keep a low profile, carrying just the occasional smuggled load in with legitimate merchandise, or only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of the organization due to incompetence or after offending a more powerful member, and now shuffle for scraps to survive."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/BGDIA/Baldur's Gate Criminal.png"
					}
				}
			]
		},
		{
			"name": "Baldur's Gate Entertainer",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"From the Oasis Theater's spectacular singers and acrobats to the pantomimes and shadow puppeteers of the Wide, Baldur's Gate hosts a colorful array of performers. Good acts can always find ready audiences, and the constant flow of travelers means that both new spectators and new spectacles are always passing through."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Folk Hero",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Baldur's Gate is a city badly in need of heroes, and every so often, one rises from among its own. Ordinary people who rise to greatness are beloved in local history, but the popular imagination can turn on such champions almost as quickly as it anoints them."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Guild Artisan",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Numerous guilds and professional associations exist in Baldur's Gate, covering every imaginable trade and discipline from gravediggers to moneylenders."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Hermit",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"While some might think it strange to find hermits in a bustling city, others know that sometimes the most profound solitude exists in the midst of a crowd. Baldur's Gate holds a handful of souls who manage to find isolation amid its tumult."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Noble",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The patriars of Baldur's Gate live in the Upper City, where they host grand galas and flaunt cosmopolitan fashions, but are walled off from the poverty and squalor of the less fortunate districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to venture into the dirtier, more dangerous parts of the city. If they do, it is generally as thrill-seeking tourists or enclosed by a retinue of armed guards, not as friends or neighbors. As a result, many patriars are at once acutely attuned to the nuances of royal courts half a continent away and shockingly ignorant of what life is like for the poor outside their own doorsteps.",
								"This combination of worldly savvy and local blindness characterizes almost all the nobility of Baldur's Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and Privilege feature of the noble background. Those who wish to use the background's standard feature might have gained their standing in Baldur's Gate from business rather than inheritance."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Outlander",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Coming to Baldur's Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on the path to Baldur's Gate fully understanding the complex social morass that awaits. You enter the city an outsider, and it's likely that\u2014no matter how long you spend in the city\u2014you'll leave an outsider, if you leave at all."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Sage",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Baldur's Gate has a modest academic community centered around the libraries of the High Hall and the various temples dedicated to gods of learning and innovation. Lecturers, researchers, and historians all participate with passing scholars from Candlekeep in a lively exchange of ideas, debating and collaborating in book-filled halls across the Upper and Lower City. The city is also rife with opportunities for arcane study, although its masters are dispersed across individual wizards' abodes and lack concentrated communities."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Sailor",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Baldur's Gate was founded by sailors, and its harbor is still the city's beating heart. Several patriars are descended from captains of yore, the commerce of the Lower City is built on the port, and even the Outer City's rhythms are dominated by the ebb and flow of river trade. Because sailors are as fundamental and ubiquitous to Baldur's Gate as the cobbles on its streets, characters with this background are common."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Soldier",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Mercenaries, private guards, Watch soldiers, and members of the Flaming Fist number among just a few of the many soldiers on the streets of Baldur's Gate."
							]
						}
					]
				}
			]
		},
		{
			"name": "Baldur's Gate Urchin",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Bands of orphans and runaways band together in the Outer City, running after passersby in ragged throngs to plead for scraps. In the Lower City, urchins are often recruited into the lowest echelons of the Guild or pressed into dirty and dangerous work by unscrupulous masters."
							]
						}
					]
				}
			]
		},
		{
			"name": "Black Fist Double Agent",
			"source": "ALCurseOfStrahd",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you've been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.",
								"In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence."
							]
						}
					]
				}
			]
		},
		{
			"name": "Boros Legionnaire",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action."
							]
						}
					]
				}
			]
		},
		{
			"name": "Caravan Specialist",
			"source": "ALElementalEvil",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are used to life on the road. You pride yourself at having traveled every major trade way in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds."
							]
						}
					]
				}
			]
		},
		{
			"name": "Celebrity Adventurer's Scion",
			"source": "AI",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Your family name strikes fear and admiration in the hearts of the common folk\u2014but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.",
								"You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.",
								"In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/AI/celebrity-adventurers-scion.png"
					}
				}
			]
		},
		{
			"name": "Charlatan",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage",
								"You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you're around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment\u2013nothing more than a bit of fat with a sprinkle of silver dust\u2013can restore youth and vigor, and there's a bridge in the city that just happens to be for sale. These marvels sound implausible, but you can make them sound like the real deal."
							]
						}
					]
				}
			]
		},
		{
			"name": "City Watch",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.",
								"You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.",
								"Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.",
								"Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community."
							]
						}
					]
				}
			]
		},
		{
			"name": "Clan Crafter",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.",
								"You are most likely a dwarf, but not necessarily\u2014particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation."
							]
						}
					]
				}
			]
		},
		{
			"name": "Cloistered Scholar",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home\u2014not to abandon it, but to quest for new lore to add to its storehouse of knowledge.",
								"The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.",
								"Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn."
							]
						}
					]
				}
			]
		},
		{
			"name": "Cobalt Scholar (Sage)",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The Cobalt Soul is an organization of monastic scholars dedicated to preserving knowledge and recorded history, not just across Wildemount but all of Exandria. Its operations are primarily based out of the cities of Zadash and Rexxentrum in the Dwendalian Empire, and you likely studied at one of those sites.",
								"As a rank-and-file pupil of the Cobalt Soul, you adventure to help expand your mind. Alternatively (and with the DM's permission), you might also take on a more specific role within the organization. Expositors are secret agents who gather information in the field, while archivists are the curators who ensure the well-being of the Cobalt Soul's many Archives. Monks of the Cobalt Soul are enlightened scholars who lead expeditions into ancient and forgotten places, hoping to reclaim their lost knowledge and history."
							]
						}
					]
				}
			]
		},
		{
			"name": "Cormanthor Refugee",
			"source": "ALRageOfDemons",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for nonhumans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps."
							]
						}
					]
				}
			]
		},
		{
			"name": "Courtier",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.",
								"You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.",
								"Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer."
							]
						}
					]
				}
			]
		},
		{
			"name": "Criminal",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society."
							]
						}
					]
				}
			]
		},
		{
			"name": "Dimir Operative",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear.",
								"As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within."
							]
						}
					]
				}
			]
		},
		{
			"name": "Dissenter",
			"source": "PSA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Even in the carefully constructed and curated city-state of Naktamun, and in the presence of the five gods, some people rebel against the doctrines of the God-Pharaoh. They don't challenge the existence of the gods, of course, for those gods are visible nearly every day in the streets of the city. Nor do they question the fact of life after death, which is plain to see in the anointed mummies that surround them, as well as the marauding mummies outside the Hekma. Rather, these dissenters simply refuse to follow the ordained course of life that leads to the glorious afterlife.",
								"Some dissenters are spurred by fear, not wanting to subject themselves to a violent death in the trials (or in training for the trials). Some are moved by conscience, unwilling to kill their crop-mates in the trials. For while they cannot deny that the gods exist, they can deny that the gods are just\u2014and can fight to prove that the dictates of an unjust god need not be obeyed. Some believe that one god (probably Bontu) has corrupted the process of the trials and the path to the afterlife. Others correctly intuit that the God-Pharaoh did not actually have the people's best interests in mind when he ordered their society.",
								"A character who is identified as a dissenter loses the benefit of the initiate's or vizier's background feature. In its place, the character gains the Shelter of Dissenters feature."
							]
						}
					]
				}
			]
		},
		{
			"name": "Dragon Casualty",
			"source": "ALCurseOfStrahd",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow \"survivors\" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.",
								"What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death."
							]
						}
					]
				}
			]
		},
		{
			"name": "Earthspur Miner",
			"source": "ALElementalEvil",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are a down-on your luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich...yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you."
							]
						}
					]
				}
			]
		},
		{
			"name": "Entertainer",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life."
							]
						}
					]
				}
			]
		},
		{
			"name": "Faceless",
			"source": "BGDIA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more.",
								"Characters with the faceless background don a disguise\u2014literally or otherwise\u2014as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask."
							]
						}
					]
				}
			]
		},
		{
			"name": "Faction Agent",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.",
								"As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction.",
								{
									"type": "entries",
									"name": "Factions of the Sword Coast",
									"entries": [
										"The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.",
										{
											"type": "entries",
											"name": "The Harpers",
											"entries": [
												"Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in {@skill Investigation}, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals."
											]
										},
										{
											"type": "entries",
											"name": "The Order of the Gauntlet",
											"entries": [
												"One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in {@skill Religion}, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods."
											]
										},
										{
											"type": "entries",
											"name": "The Emerald Enclave",
											"entries": [
												"Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in {@skill Nature}, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature."
											]
										},
										{
											"type": "entries",
											"name": "The Lords' Alliance",
											"entries": [
												"On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in {@skill History}, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals."
											]
										},
										{
											"type": "entries",
											"name": "The Zhentarim",
											"entries": [
												"In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in {@skill Deception}. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Failed Merchant",
			"source": "AI",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.",
								"With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated\u2014and a franchise just might be in your future."
							]
						}
					]
				}
			]
		},
		{
			"name": "Far Traveler",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.",
								"You aren't one of those folk.",
								"You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.",
								"Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.",
								{
									"type": "entries",
									"entries": [
										{
											"type": "entries",
											"name": "Where Are You From?",
											"entries": [
												"The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.",
												{
													"type": "entries",
													"name": "Evermeet",
													"entries": [
														"The fabled elven islands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.",
														"Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society."
													]
												},
												{
													"type": "entries",
													"name": "Halruaa",
													"entries": [
														"Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.",
														"Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic."
													]
												},
												{
													"type": "entries",
													"name": "Kara-Tur",
													"entries": [
														"The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.",
														"The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over."
													]
												},
												{
													"type": "entries",
													"name": "Mulhorand",
													"entries": [
														"From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.",
														"Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home."
													]
												},
												{
													"type": "entries",
													"name": "Sossal",
													"entries": [
														"Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.",
														"Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important."
													]
												},
												{
													"type": "entries",
													"name": "Zakhara",
													"entries": [
														"As the saying goes among those in Faerûn who know of the place, \"To get to Zakhara, go south. Then go south some more.\" Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.",
														"You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities."
													]
												},
												{
													"type": "entries",
													"name": "The Underdark",
													"entries": [
														"Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place - but you might also have grown up there after being captured and brought below when you were a child.",
														"If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving \"home\" probably has something to do with getting away from a bad situation.",
														"Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.",
														"You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people."
													]
												}
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Fisher",
			"source": "GoS",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end\u2014a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon."
							]
						}
					]
				}
			]
		},
		{
			"name": "Folk Hero",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere."
							]
						}
					]
				}
			]
		},
		{
			"name": "Gambler",
			"source": "AI",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet."
							]
						}
					]
				}
			]
		},
		{
			"name": "Gate Urchin",
			"source": "ALRageOfDemons",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you."
							]
						}
					]
				}
			]
		},
		{
			"name": "Golgari Agent",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are a member of a teeming horde\u2014one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle."
							]
						}
					]
				}
			]
		},
		{
			"name": "Grinner",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire.",
								"You are a Grinner. Your goals are to spread freedom and inspire hope\u2014or, in time, revolution\u2014in the hearts of the oppressed.",
								{
									"type": "entries",
									"name": "Favorite Code-Song",
									"entries": [
										"All members of the Golden Grin have learned a handful of folk songs in their travels, and use those songs to send secret codes and alert fellow Grinners to danger. Choose a favorite song or roll on the Favorite Code-Songs table.",
										{
											"type": "table",
											"colLabels": [
												"d6",
												"Favorite Code-Song"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies."
												],
												[
													"2",
													"Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle."
												],
												[
													"3",
													"Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed."
												],
												[
													"4",
													"Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters."
												],
												[
													"5",
													"Drink Deep, Li'l Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations."
												],
												[
													"6",
													"Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/EGW/Grinner.png"
					}
				}
			]
		},
		{
			"name": "Gruul Anarch",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist\u2014the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways\u2014attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress."
							]
						}
					]
				}
			]
		},
		{
			"name": "Guild Artisan",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right."
							]
						}
					]
				}
			]
		},
		{
			"name": "Harborfolk",
			"source": "ALElementalEvil",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while."
							]
						}
					]
				}
			]
		},
		{
			"name": "Haunted One",
			"source": "CoS",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are haunted by something so terrible that you dare not speak of it. You've tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can't be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/CoS/Haunted One.png"
					}
				}
			]
		},
		{
			"name": "Hermit",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You lived in seclusion\u2013either in a sheltered community such as a monastery, or entirely alone\u2013for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for."
							]
						}
					]
				}
			]
		},
		{
			"name": "Hillsfar Merchant",
			"source": "ALRageOfDemons",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer."
							]
						}
					]
				}
			]
		},
		{
			"name": "Hillsfar Smuggler",
			"source": "ALRageOfDemons",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Hillsfar is the City of Trade. However, the Great Law of Trade only protects \"legitimate\" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non-humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.",
								"Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non-humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price."
							]
						}
					]
				}
			]
		},
		{
			"name": "House Agent",
			"source": "ERLW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative."
							]
						}
					]
				}
			]
		},
		{
			"name": "Inheritor",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are the heir to something of great value\u2014not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you\u2014by force, if need be."
							]
						}
					]
				}
			]
		},
		{
			"name": "Initiate",
			"source": "PSA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are an initiate, on the path to completing the trials of the five gods in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, your crop's needs, and your teachers' assessment while you were an acolyte led you to focus your training in one particular area of specialization\u2014hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.",
								"If you are a hand-to-hand specialist, consider the barbarian, fighter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fighter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas."
							]
						}
					]
				}
			]
		},
		{
			"name": "Inquisitor",
			"source": "PSI",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn's absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn's madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority."
							]
						}
					]
				}
			]
		},
		{
			"name": "Investigator",
			"source": "VRGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You relentlessly seek the truth. Perhaps you're motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you're a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you're embroiled in are local crimes or realm-spanning conspiracies, you're driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/VRGR/Investigator.png"
					}
				}
			]
		},
		{
			"name": "Iron Route Bandit",
			"source": "ALCurseOfStrahd",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan's recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people's mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations."
							]
						}
					]
				}
			]
		},
		{
			"name": "Izzet Engineer",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities."
							]
						}
					]
				}
			]
		},
		{
			"name": "Knight of the Order",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.",
								"Though the term \"knight\" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.",
								"The \"Knightly Orders of Faerûn\" sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe allegiance to.",
								{
									"type": "inset",
									"name": "Knightly Orders of Faerûn",
									"entries": [
										"Many who rightfully call themselves \"knight\" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word \"knight\" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.",
										{
											"type": "entries",
											"name": "Knights of the Unicorn",
											"entries": [
												"The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in Baldur's Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue's tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses."
											]
										},
										{
											"type": "entries",
											"name": "Knights of Myth Drannor",
											"entries": [
												"Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falconhand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they've begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest."
											]
										},
										{
											"type": "entries",
											"name": "Knights of the Silver Chalice",
											"entries": [
												"The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe's ethos is the nobility's right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Luxonborn (Acolyte)",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Every acolyte is a servant of some god. But you serve the Luxon, a being that you believe transcends godhood and created the cosmos. No mere priest, you are a student of potential, for the Luxon is potentiality incarnate. Your Shelter of the Faithful feature applies to all who venerate the Luxon, and to all who practice the art of dunamancy that the Luxon bestowed upon the world."
							]
						}
					]
				}
			]
		},
		{
			"name": "Marine",
			"source": "GoS",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry."
							]
						}
					]
				}
			]
		},
		{
			"name": "Mercenary Veteran",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the \"Mercenaries of the North\" sidebar for a collection of possibilities.)",
								"Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.",
								{
									"type": "inset",
									"name": "Mercenaries of the North",
									"entries": [
										"Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.",
										{
											"type": "entries",
											"name": "The Chill",
											"entries": [
												"The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few citystates in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization."
											]
										},
										{
											"type": "entries",
											"name": "Silent Rain",
											"entries": [
												"Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested."
											]
										},
										{
											"type": "entries",
											"name": "The Bloodaxes",
											"entries": [
												"Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Mulmaster Aristocrat",
			"source": "ALElementalEvil",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy. None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen."
							]
						}
					]
				}
			]
		},
		{
			"name": "Myriad Operative (Criminal)",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Most criminals in Wildemount are petty thieves and cutpurses who operate out of desperation. You, however, are a criminal of a higher caliber. You are a member of the Myriad, the greatest crime syndicate to ever grace the face of Exandria. You have a network of criminal contacts and allies to help you in your crimes\u2014but you also have rivals and superiors that would gladly throw you to the wolves to save their own skins.",
								"The Myriad has bases of operation in every major city outside Eastern Wynandir, even if those bases are made up of only two or three members. Wherever you find the Myriad, you can find temporary shelter from the law\u2014for a price."
							]
						}
					]
				}
			]
		},
		{
			"name": "Noble",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.",
								"Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn't stand on its own\u2014it's connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.",
								"Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?",
								"What's your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don't embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family's good graces, or shunned by the rest of your family?",
								"Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?",
								"These details help establish your family and your title as features of the world of the campaign."
							]
						}
					]
				}
			]
		},
		{
			"name": "Orzhov Representative",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov\u2014and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that you can work your way into a more prominent position.",
								"Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value."
							]
						}
					]
				}
			]
		},
		{
			"name": "Outlander",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild."
							]
						}
					]
				}
			]
		},
		{
			"name": "Phlan Insurgent",
			"source": "ALCurseOfStrahd",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.",
								"Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying."
							]
						}
					]
				}
			]
		},
		{
			"name": "Phlan Refugee",
			"source": "ALElementalEvil",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Gone are the happier days of walking into the Laughing Goblin Inn after a hard day's labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back."
							]
						}
					]
				}
			]
		},
		{
			"name": "Plaintiff",
			"source": "AI",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.",
								"You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time!",
								"With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/AI/plaintiff-coin.png"
					}
				}
			]
		},
		{
			"name": "Rakdos Cultist",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets\u2014this is what you live for.",
								"You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance."
							]
						}
					]
				}
			]
		},
		{
			"name": "Revelry Pirate (Sailor)",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"It seems that just about everyone is a sailor on the Menagerie Coast. Plenty of pirates ply the waters of the coast as well, but none are as infamous or as organized as the mighty Revelry. If you're a pirate of the Revelry, you serve the Plank King and return a cut of all your plunder to him on the island of Darktow.",
								"The Revelry doesn't take kindly to traitors and deserters, so if you count yourself a former member of that crew, you'll want to watch your back while traveling on the Menagerie Coast. Thugs might hassle you and your allies until you even the score with the Revelry, either by paying up, submitting to imprisonment, or proving that you're too dangerous to tangle with."
							]
						}
					]
				}
			]
		},
		{
			"name": "Rival Intern",
			"source": "AI",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?",
								"Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use."
							]
						}
					]
				}
			]
		},
		{
			"name": "Sage",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study."
							]
						}
					]
				}
			]
		},
		{
			"name": "Sailor",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.",
								"Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?",
								"What were your duties on board\u2013boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?"
							]
						}
					]
				}
			]
		},
		{
			"name": "Secret Identity",
			"source": "ALRageOfDemons",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you."
							]
						}
					]
				}
			]
		},
		{
			"name": "Selesnya Initiate",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds\u2014with military force if necessary."
							]
						}
					]
				}
			]
		},
		{
			"name": "Shade Fanatic",
			"source": "ALRageOfDemons",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar."
							]
						}
					]
				}
			]
		},
		{
			"name": "Shipwright",
			"source": "GoS",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it."
							]
						}
					]
				}
			]
		},
		{
			"name": "Simic Scientist",
			"source": "GGR",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance\u2014but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better."
							]
						}
					]
				}
			]
		},
		{
			"name": "Smuggler",
			"source": "GoS",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river."
							]
						}
					]
				}
			]
		},
		{
			"name": "Soldier",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.",
								"When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company."
							]
						}
					]
				}
			]
		},
		{
			"name": "Stojanow Prisoner",
			"source": "ALCurseOfStrahd",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.",
								"Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death."
							]
						}
					]
				}
			]
		},
		{
			"name": "Ticklebelly Nomad",
			"source": "ALCurseOfStrahd",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant's Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.",
								"In your migrations, your people have come to know the stone giant tribes that populate the Giant's Cairn. The dragon cultists came to the hills one day\u2014magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills."
							]
						}
					]
				}
			]
		},
		{
			"name": "Trade Sheriff",
			"source": "ALRageOfDemons",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces."
							]
						}
					]
				}
			]
		},
		{
			"name": "Urban Bounty Hunter",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.",
								"You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a \"velvet mask\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar\u2014any place that's large enough to have a steady supply of potential quarries.",
								"As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives\u2014but on the other hand, you can take down much more formidable targets with the help of your companions."
							]
						}
					]
				}
			]
		},
		{
			"name": "Urchin",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.",
								"You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?"
							]
						}
					]
				}
			]
		},
		{
			"name": "Uthgardt Tribe Member",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.",
								"Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.",
								"You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.",
								"See the \"Uthgardt Lands\" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation.",
								{
									"type": "inset",
									"name": "Barbarian Tribes of Faerûn",
									"entries": [
										"Though this section details the Uthgardt specifically, either it or the outlander background from the Player's Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn.",
										"You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Variant City Watch (Investigator)",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in {@skill Investigation} rather than {@skill Athletics}."
							]
						}
					]
				}
			]
		},
		{
			"name": "Variant Criminal (Spy)",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder."
							]
						}
					]
				}
			]
		},
		{
			"name": "Variant Entertainer (Gladiator)",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment\u2013perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net."
							]
						}
					]
				}
			]
		},
		{
			"name": "Variant Guild Artisan (Guild Merchant)",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Instead of an artisans' guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan."
							]
						}
					]
				}
			]
		},
		{
			"name": "Variant Noble (Knight)",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).",
								"As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart\u2013in a chaste sort of devotion. (This person could be your bond.)"
							]
						}
					]
				}
			]
		},
		{
			"name": "Variant Sailor (Pirate)",
			"source": "PHB",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.",
								"If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship's Passage feature."
							]
						}
					]
				}
			]
		},
		{
			"name": "Vizier",
			"source": "PSA",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiates' journey, so the gods reward you with entry into the afterlife with the God-Pharaoh's blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god.",
								"As a vizier, you can have any class, but you are especially likely to be a cleric, a druid (particularly if you serve Rhonas), or a paladin."
							]
						}
					]
				}
			]
		},
		{
			"name": "Volstrucker Agent",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The Volstrucker are a clandestine organization of arcane assassins and enforcers in the service of the Cerberus Assembly. Their operatives bear no official title, but are referred to in hushed tones as \"scourgers\" by residents of large Dwendalian cities such as Zadash and Rexxentrum.",
								"You are a Volstrucker agent. Your duty is to silence dissidents who would undermine the will of King Dwendal\u2014and more importantly, the will of the Assembly.",
								{
									"type": "entries",
									"name": "Tragedy",
									"entries": [
										"Happy people aren't selected to join the Volstrucker. The Cerberus Assembly preys upon talented individuals who have been broken by tragedy\u2014in some cases, tragedy that the Volstrucker has arranged for. A slightly broken mind is more easily reshaped and reeducated. Choose the tragedy that set you on this path, or roll on the Tragedies table.",
										{
											"type": "table",
											"colLabels": [
												"d6",
												"Tragedy"
											],
											"colStyles": [
												"col-2 text-center",
												"col-10"
											],
											"rows": [
												[
													"1",
													"Familicide. Through deceit or manipulation, the Volstrucker convinced you to slaughter your own family."
												],
												[
													"2",
													"Amnesia. You were forced to study magic so potent that it strained your mind beyond mortal limits, stealing away the memories of your past."
												],
												[
													"3",
													"Capture. You were captured and tortured by agents of the Kryn Dynasty, and barely escaped."
												],
												[
													"4",
													"Starvation. A terrible blight afflicted your rural village, and many of your friends and family members starved to death. You survived, but only barely."
												],
												[
													"5",
													"Disfigurement. One of your arcane experiments went wrong and scarred or dismembered you so gravely that others now shun you. Only the Volstrucker showed you kindness after that day."
												],
												[
													"6",
													"Vicissitude. You were once the scion of a wealthy family who lost their entire fortune in the blink of an eye."
												]
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "backgrounds/EGW/Volstrucker Agent.png"
					}
				}
			]
		},
		{
			"name": "Waterdhavian Noble",
			"source": "SCAG",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.",
								"Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?",
								"Work with your DM to come up with the family you are part of\u2014there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility."
							]
						}
					]
				}
			]
		}
	]
}
