Knights of Noromath Official Background Feats

Your background is one of the most defining choices you can make for your character. These backgrounds below represent a character’s place in the world before their fateful decision to travel on the Tethir Road.

On initial character login, a conversation will appear and you will need to pull the lever that appears in the New Character area. You will be asked to choose your backgrounds after selecting your Class Standing. The backgrounds that appear for you are based on your race, ability scores, and the Class Standing choice that you made previously. Your class standing and background also determine your starting equipment and starting gold, as well as determine how much gold you earn on level up. Some of the backgrounds may also provide access to a new prestige class.

BackgroundDescriptionPrerequisites
Affluence You were born to a life of ease and indulgence. Only the harsh reality of war has jarred your insulated lifestyle. You must now step outside the comfort of your family’s protection, although they will support your campaign from afar. You are tasked with establishing the familial holdings with your name and influence as your only tools.

*House Ring
*Receives Bonus Roleplay Experience Points
*Affluent characters add their Charisma ability modifier as well as their Intelligence ability modifier to their Appraise rolls
Middle or Upper-Class Standing
Racial Requirement: Human or Half-Elf
Amnian Trained Mage You may have previously trained at the School of Wonder in Northern Tethyr along with most of the Cowled Wizards, or you may have been apprenticed to a member of that organization. While one was allowed to share their identity, most Cowled Wizards do so sparingly.

*Conjuration High Arcana Book
*Amnian Trained Mages may use their Intelligence ability modifier on Concentration rolls instead of their Constitution ability modifier, whichever is higher
Middle or Upper-Class Standing
13 INT
Racial Requirement: Human
Brawler Your hands are calloused from battles that began in your youth. Whether you are still a fighter or have moved on to another station in life, your tendency to resolve things “The Old Fashioned Way” remains.

*Iron Gauntlets
*Brawlers add their Constitution ability modifier as well as their Strength ability modifier to their Discipline rolls
Lower-Class Standing
13 STR
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Calishite Slave You were either born or captured and enslaved by Calishite merchants. After escaping from your master’s hold in Calimport, you made your way to Tethyr where slavery is illegal.

*Calishite Slaves may use their Constitution ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Lower-Class
Calishite Trained Mage Calishite Trained Mages have been tutored in academic environments by the most qualified of the profession. They favor spells from specialties they refer to as Fire and Air paths, where evocations are their mainstay.

*Evocation High Arcana Book
*Necromancy High Arcana Book
*Calishite Trained Mages may use their Charisma ability modifier on Spellcraft rolls instead of their Intelligence ability modifier, whichever is higher
Upper-Class Standing
13 INT
11 CHA
Racial Requirement: Human
Caravaneer You have the calloused hands of a hard worker and probably a tan to match. You’ve traveled the trade roads most of your life and seen various kingdoms over that time. Everywhere you go you can find work until your back gives out.

*Caravaneers may use their Charisma ability modifier on Appraise rolls instead of their Intelligence ability modifier, whichever is higher
Lower or Middle-Class Standing
Racial Requirement: Human, Half-Elf, Halfling, Gnome, Half-Orc.
Church Acolyte For years, you have studied the dogma of your chosen deity, hoping to someday become ordained as a real priest or priestess. Because of your many years of dedication to this path, you expect to advance more quickly than others who are just starting out.

*Rites of Redemption
*Necromancy High Arcana Book
*Church Acolytes may use their Intelligence ability modifier on Diplomacy rolls instead of their Charisma ability modifier, whichever is higher
Racial Requirement: Human, Half-Elf.
Circle Born  An orphan, you were found by or given to a Druidic grove to be raised. As a result, the grove and its creatures are like your family, and you are woefully out of touch with society for the most part.

*Circle Born characters may use their Wisdom ability modifier on Animal Empathy rolls instead of their Charisma ability modifier, whichever is higher
Lower-Class Standing
Racial Requirement: Human, Half-Elf.
Cosmopolitan Your taste for the finer things has earned you a place at the bedside of society’s elite. Although you may not be a noble, you may yet claim that station through deed or circumstance.

*House Ring
*Receives Bonus Roleplay Experience Points
*Receives Bonus vs. Examination
*Cosmopolitan characters may use their Charisma ability modifier on Appraise rolls instead of their Intelligence ability modifier, whichever is higher
Middle-Class Standing
13 CHA
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Crusader Whether you have traveled a great distance or a short one, your church has sent you on a critical mission. The spiritual well-being of the people of Tethyr is at stake. Although you are not a knight, crusaders find many honors in their service to their faith and are the first to be considered for knighthood.

*Holy Censer
*Crusaders may use their Charisma ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Duelist Undoubtedly drawing some influence from nearby Amn, you cannot turn down the excitement of the duel. Whether to defend your honor or simply for the fame, your skills have been honed in the art of single combat.

*Dueling Belt
*Duelists add their Dexterity ability modifier as well as their Strength ability modifier to their Discipline rolls
Middle or Upper-Class Standing
13 DEX
Racial Requirement: Human, Half-Elf
Duke’s Warband Before or during the Interregnum, you joined Duke Foxfire’s band and participated in the war. You are a trusted servant of the Duke of Noromath.

*Members of the Duke’s Warband may use their Wisdom ability modifier on Diplomacy rolls instead of their Charisma ability modifier, whichever is higher
Any non-Drow Elf
OR Human Subrace Requirement: Tethyrian Ethnicity
Eldreth Veluuthra Though they are in number, the Eldreth Veluuthra recruited you into their mission to eradicate all humans from Faerun. Whether you still follow this path after coming to Brost County remains to be seen…

*Eldreth Veluuthra may use their Intelligence ability modifier on Bluff rolls instead of their Charisma ability modifier, whichever is higher
Racial Requirement: Elf
Elmanesse Tribe The Elmanesse is a tribe formed after the fall of Myth Drannor and based in the Wealdath. Mostly focused on protecting the Wealdath from encroaching human control, the Elmanesse are loyal to the Duke of Noromath – Allain Kevanarial.

*Ring of Hiding
*Elmanesse Tribe elves may use their Wisdom ability modifier on Diplomacy rolls instead of their Charisma ability modifier, whichever is higher
Racial Requirement: Elf, Half-Elf
Enlightened Student You have been extensively trained in philosophy, mathematics and other contemporary subjects that the denizens of rural places consider to be as mysterious and otherworldly as magic.

*Enlightened Students add their Wisdom ability modifier as well as their Intelligence ability modifier to their Lore rolls
Middle or Upper-Class Standing
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Evangelist Even more so than the crusader, the Evangelist has taken the spiritual welfare of others and placed it over his own physical well-being. Taking to the streets, the Evangelist chooses to spread the message of his faith to any who will hear it and can often be found in the company of his church’s brave crusaders.

*Evangelical Staff
*Receives Bonus Roleplay Experience Points
*Evangelists add their Wisdom ability modifier as well as their Charisma ability modifier to their Diplomacy rolls
13 CHA
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Forester You grew up among the trees where a rugged lifestyle required knowledge of the woods and the animals that inhabit it. You are resourceful in situations requiring a worldly body of knowledge because of this experience.

*Wooden Ring
*Identify Lycanthropes with Examination action
*Foresters may use their Intelligence ability modifier on Spot rolls instead of their Wisdom ability modifier, whichever is higher
Lower-Class
11 CON
Racial Requirement: Human, Half-Elf
Hard Laborer For one reason or another, you ended up serving a sentence of forced hard labor – the most popular punishment in the land of Tethyr. Due to poor record keeping and a civil war, the reason has been lost to time and you are now free.

*Work Boots
*Hard Laborers may use their Strength ability modifier on Intimidate rolls instead of their Charisma ability modifier, whichever is higher
Lower-Class Standing
11 CON
Racial Requirement: Human, Half-Elf
Harem Trained Whether you were considered beautiful or particularly talented early on, your lack of pedigree and social status designated you as someone who would best serve your betters with your talents. You were given additional training and invested in, even if you are basically the property of someone else.

*Harem Trained characters may use their Intelligence ability modifier on Perform rolls instead of their Charisma ability modifier, whichever is higher
Lower or Middle-Class Standing
13 CHA
Racial Requirement: Human, Half-Elf
Harper Protégé You are an apprentice or the direct descendant of a Harper who at some point in time made you known to the organization. Whether you actually have an interest in furthering their goals, the Harpers usually have an interest in furthering yours, it seems.

*Harpers may use their Intelligence ability modifier on Bluff rolls instead of their Charisma ability modifier, whichever is higher
Racial Requirement: Human, Half-Elf.
Healer You have always had the gift of caring for others. In your care, babies have been delivered and the pain of death has been lifted. You found your abilities lacking in a larger world and seek the esoteric methods that would enhance your craft.

*Healer’s Necklace
*Healers may use their Intelligence ability modifier on Heal rolls instead of their Wisdom ability modifier, whichever is higher
13 WIS
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Hedge Mage Fearing the discovery of your magical training, your lessons were limited to the time after your chores were completed. Although you were only given a most basic understanding of the laws governing magic, it is more than enough to cause trouble in nearby Amn – where the Art is strongly regulated.

*Apprentice Staff
*Hedge Mages may use their Intelligence ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
11 INT or 11 CHA
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Heir to the Throne Though the Kingdoms of Shanatar fell long ago, your Clan has always claimed to be direct descendants of the Wyrmskull Throne…And you have made it your mission to find and restore this ancient seat of Dwarven power.

*Heirs to the Throne may use their Charisma ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Racial Requirement: Dwarf
High Mage The Elven High Mages are those that study the ebb and flow of magic with relentless vigor. These elves are the masters of creating the Mythals that protect elven cities and to be considered a candidate for becoming a high mage is a great honor.

*High Mages add their Wisdom ability modifier as well as their Intelligence ability modifier to their Spellcraft rolls
15 INT
Racial Requirement: Elf
Knight Honor, chivalry, and duty to the crown are all that defines you as a Tethyrian Knight. You may be bound to a particular lord, keep or temple but you live and die by the word of Queen-Monarch Zaranda Star, and the Tethyrian Knightly Code that she has decreed. Those who speak against the crown are your enemies and they must have their views challenged in a contest of steel. The Knights are arguably Tethyr’s most influential class – assuming positions of power throughout the realm.

*Knightly Cloak
*Knightly Half-Plate
*Writ of Knighthood
*Knights add their Constitution ability modifier as well as their Dexterity ability modifier to their Ride rolls
Middle or Upper-Class Standing
Racial Requirement: Human or Half-Elf
Knight Squire Not having the noble pedigree that most knights have put you at a disadvantage, and it seemed like every opportunity for a knighthood during the Interregnum passed you over. Your best course now is to find a knight to train under and try to win recommendations that will better your odds when it comes time for Knighthoods to be granted again.

*Knightly Cloak
*Knightly Half-Plate
*Knight Squires may use their Constitution ability modifier on Ride rolls instead of their Dexterity ability modifier, whichever is higher
Lower or Middle-Class
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Merchant Whether it was the family trade or your very own enterprise, you have developed the skills to barter with even the shrewdest of Calishite traders. You hope to one day retire in wealth, yet enjoy the travel afforded by your profession.

*Traveler’s Necklace
*Shield Coin
*Merchants add their Charisma ability modifier as well as their Intelligence ability modifier to their Appraise rolls
Middle or Upper-Class Standing
11 INT
Racial Requirement: Human or Half-Elf
Minstrel You have apprenticed under a skilled composer and learned the traditions of music, dance, and prose. It is your hope that Tethyr’s noble, beleaguered people will inspire you to write your greatest work yet. Thus, you have set out in order to find the necessary subject of your inspiration.

*Performing Mandolin
*Receives Bonus Roleplay Experience Points
*Minstrels add their Intelligence ability modifier as well as their Charisma ability modifier to their Perform rolls
13 CHA
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Mordinsamman Priest Though the Dwarven Powers are beginning to fade in power, the hands of the Pantheon are as active as ever to bring the will of Moradin back into public view.

*Mordinsamman Priests may use their Wisdom ability modifier on Lore rolls instead of their Intelligence ability modifier, whichever is higher
Class Requirement: Cleric
Middle-Class Standing
Racial Requirement: Dwarf
Occultist You have sacrificed everything near and dear to you for power. Ever since you were young you have studied ancient, dark tomes for the unsavory and even macabre insights they offered. Still, you seek something more…

*Summoner’s Manual
*Receives Bonus Roleplay Experience Points
*Occultists may use their Charisma ability modifier on Spellcraft rolls instead of their Intelligence ability modifier, whichever is higher
11 CHA
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Outsider For whatever reason, you don’t fit in wherever you go. Whether you’re a tribe-less elf, a hold-less dwarf, or just a Half-Orc – you have never been accepted or tolerated for very long. Though you may attempt to distinguish yourself with honor and valor when the opportunity arises, you will have a difficult time.

*Outsiders may use their Strength ability modifier on Taunt rolls instead of their Charisma ability modifier, whichever is higher
None
Saboteur Whether it’s for the money or for the thrill, you started your path with small pranks that led to increasingly sophisticated scams, staged accidents and a variety of risky and unscrupulous work. It’s not your problem if someone is standing under that portcullis, you have a job to do.

*Leather Gloves
*Unique Crafting Formulas
*Saboteurs add their Intelligence ability modifier as well as their Dexterity ability modifier to their Set Trap rolls
13 INT
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Seldarine Priest The secrets of the Seldarine are reserved for the most ardent of elven followers. You have been granted some of these secrets to aid you in the never-ending fight against the Dark Seldarine…

*Leather Gloves
*Unique Crafting Formulas
*Seldarine Priests may use their Wisdom ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Cleric
Racial Requirement: Non-Drow Elf
Scout You have honed your skills in forward-reconnaissance and have a knack for picking out silhouettes in the dark. Your skills have made you invaluable to hunting parties, adventurers, and even armies. You put them to good use during the Interregnum and perhaps even earned some form of distinction alongside a uniform and a military rank.

*Scout’s Ring
*Improved Examination
*Scouts may use their Intelligence ability modifier on Spot rolls instead of their Wisdom ability modifier, whichever is higher
11 WIS
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Soldier Lacking the privilege that knights come with, you still aspired to become a great warrior in your youth. Since then, you have learned the cost of war as a foot soldier on the front lines. You hope to distinguish yourself further since being discharged, and this time maybe you’ll be lucky enough to get a horse and some properly fitted armor.

*Soldier’s Helm
*Soldiers may use their Constitution ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Lower or Middle-Class Standing
Racial Requirement: Human or Half-Elf
Spellfire Lineage The supernatural ability that is spellfire is thought by many to be unique to a single person each generation, but recent information indicates this is not the case. You know of this misconception firsthand, spellfire runs in your family and is a closely guarded secret. You were discouraged from even attempting to use this coveted ability and wouldn’t know where to start even if you wish.

*Depleted Ring
*Immunities to certain spells
*Access to the Spellfire Channeler Prestige Class
*Spellfire Lineage may use their Charisma ability modifier on Concentration rolls instead of their Constitution ability modifier, whichever is higher
13 CON
Racial Requirement: Human, Elf, Half-Elf, Halfling, Gnome
Suldusk Tribe The only remaining native tribe of elves to the Wealdath, the Suldusk elves are represented by Duke Mirthal Aendryr of Durmista and make their base in the hidden city of Suldanessellar.

*Suldusk Tribe members may use their Wisdom ability modifier on Search rolls instead of their Intelligence ability modifier, whichever is higher
Racial Requirement: Elf, Half-Elf.
Talfirian Lineage You come from an ancient Tethyrian bloodline that has been as often associated with nobility as it has been with the use of shadow magic, however discreet.

*Illusion High Arcana Book
*Talfirians may use their Wisdom ability modifier on Spellcraft rolls instead of their Intelligence ability modifier, whichever is higher
13 CHA
Racial Requirement: Human or Half-Elf
Theocrat Where courtly intrigues and ecclesiastical authority meet, you excel. You seem to have a knack for navigating the seas of intrigue and advising the people of influence around you of just what would please the gods most of all.

*Rites of Redemption Book
*Theocrats may use their Wisdom ability modifier on Diplomacy rolls instead of their Charisma ability modifier, whichever is higher
13 WIS
13 CHA
Racial Requirement: Human
Thief You used to sneak into the kitchens of your favorite tavern for fun and a free meal – although you were caught more than once. Fortunately, you were young and the offense was overlooked, but you realized early on that you had an advantage in being light-footed.

*Skulker’s Cloak
*Thieves may use their Intelligence ability modifier on Pick Pocket rolls instead of their Dexterity ability modifier, whichever is higher
13 DEX
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Thunder TwinBorn in 1306, also known as the Thundering, you are one of many dwarves born with a twin brother or sister.

*Thunder Twins may use their Charisma ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Racial Requirement: Dwarf
Traveler You have benefited from seeing much of the realm, whether it was circumstance or your own intention. You have a general knowledge of the Tethyrian duchies and have traveled the Tethir Road and the Trade Way.

*Traveler’s NecklaceTravelers may use their Constitution ability modifier on Ride rolls instead of their Dexterity ability modifier, whichever is higher
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Underdark Exile You were rejected from the society of the Underdark at one point in your past. You may bear a mark signifying this to others, or your escape might be more or less unknown to the cruel races that exiled you.

*Underdark Exiles may use their Intelligence ability modifier on Listen rolls instead of their Wisdom ability modifier, whichever is higher
Lower-Class Standing
Subrace Requirement: Gold Dwarf, Gray Dwarf, Shield Dwarf, Dark Elf, Tiefling, Imaskari Human, Deep Gnome
Ward of the Triad You were an orphan entrusted to one of the faiths of the Triad to raise. As a result, you inherited the moral fiber of this organization and have known little else in your life. Your temple is your family and you feel raised by your deity and their clergy.

*Sword of the Triad
*Shield of the Triad
*Wards of the Triad may use their Charisma ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Lower-Class Standing
Racial Requirement: Human, Half-Elf, Halfling, Gnome
Wary Swordknight One of the members of Arvoreen’s Marchers, you helped keep halflings safe during the Interregnum and helped to bring the new Queen-Monarch to power. For this duty, you were amongst the halflings granted Knighthood.

*Writ of Knighthood
*Wary Swordknights may use their Dexterity ability modifier on Discipline rolls instead of their Strength ability modifier, whichever is higher
Racial Requirement: Halfling
Zhentarim The Black Network extended its reach across all of Faerun and even into the south. In Tethyr, Black Network merchants had to operate under special permits they had secured under fictitious names, but they still found a way to earn a piece of southern commerce even as they stuck their nose in other intrigues.

*Zhentarim add their Intelligence ability modifier as well as their Charisma ability modifier to their Bluff rolls
Racial Requirement: Human or Half-Elf.