Waterdeep Backgrounds
All of these backgrounds are available for your characters as part of the Waterdeep: Dragon Heist campaign.
Waterdavian Noble
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?
Waterdavian Noble Families
Waterdeep contains well over a hundred noble families. The following noble houses are fine choices for any character with the noble background from the Player's Handbook or the Waterdavian noble background from the Sword Coast Adventurer's Guide.
House Amcathra. The Amcathras are a Tethyrian family that specializes in horse breeding and training, cattle ranching, wine-making, and weaponsmithing. The family motto is “We trample our troubles.” The family has a large villa in the North Ward, on the east side of the High Road between Hassantyr's Street and Tarnath Street.
House Margaster. The Margasters are an Illuskan family whose business interests lie in land-based shipping and bulk goods trading. The house also has a quiet history of wizardry. The family motto is “Nothing is beyond our grasp.” The Margaster family estate is situated between Stabbed Sailor Alley and Shattercrock Alley in the North Ward.
House Phylund. The Phylunds are a Tashlutar family that captures and sells monsters. Monsters that can't be trained as pets or guard beasts are sold to arenas or harvested for their meat, bones, and skins. The Phylunds sponsor adventuring parties and monster-hunting expeditions, and their motto is “What you fear, we master.” House Phylund has an estate on Copper Street, west of the High Road between Julthoon Street and Trader's Way in the North Ward.
House Rosznar. Once banished from Waterdeep for smuggling, slavery, and other crimes, this Tethyrian house has returned and is trying to overcome its dark past and disgraceful reputation by focusing on legitimate business ventures such as wine-making and gem trading. The family motto is “We fly high and stoop swift.” Rosznar Villa is situated on Thunderstaff Way between Copper Street and Shield Street in the Sea Ward, west of the High Road
Guild Artisan Background
Any characters with the guild artisan background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by law to register with the Watchful Order of Magists and Protectors, so that they can be called on to defend the city with their magic in times of need.
Waterdeep's most prominent guilds appear are shown below. By law, there are no active thieves' guilds in Waterdeep.
To join a guild, one must possess a background, a proficiency, or a status that the guild values. For example, a character with the sailor background is welcome to join the Master Mariners' Guild. One can practice a profession and not be a guild member, but such autonomy carries a cost. The guilds do everything they can to entice new members to join and pay for membership, and they go out of their way to hinder independent business owners, up to and including driving them out of business. A baker who refuses to join the Bakers' Guild might find her flour supply cut off, while a wizard who refuses to join the Watchful Order of Magists and Protectors might be denied access to sages, libraries, and other useful resources.
Guilds charge members monthly or yearly dues that vary. For simplicity, you can have a guild charge 1 gp per month or 10 gp for a year's dues paid in advance. A guild can expel a member for any number of reasons, not the least of which is failing to pay dues.
Guilds of Waterdeep
Bakers’ Guild
Launderers’ Guild
Carpenters’, Roofers’, and Plaisterers’ Guild
League of Basket-makers and Wickerworkers
Cellarers’ and Plumbers’ Guild
League of Skinners and Tanners
Coopers’ Guild
Loyal Order of Street Laborers
Council of Farmer-Grocers
Master Mariners’ Guild
Council of Musicians, Instrument-makers, and Choristers
Most Careful Order of Skilled Smiths and Metalforgers
Dungsweepers’ Guild
Most Diligent League of Sail-makers and Cordwainers
Fellowship of Bowyers and Fletchers
Most Excellent Order of Weavers and Dyers
Fellowship of Carters and Coachmen
Order of Cobblers and Corvisers
Fellowship of Innkeepers
Order of Master Shipwrights
Fellowship of Salters, Packers, and Joiners
Order of Master Tailors, Glovers, and Mercers
Fishmongers’ Fellowship
Saddlers’ and Harness-makers’ Guild
Guild of Apothecaries and Physicians
Scriveners’, Scribes’, and Clerks’ Guild
Guild of Butchers
Solemn Order of Recognized Furriers and Woolmen
Guild of Chandlers and Lamplighters
Splendid Order of Armorers, Locksmiths, and Finesmiths
Guild of Fine Carvers
Stablemasters’ and Farriers’ Guild
Guild of Glassblowers, Glaziers, and Spectacle-makers
Stationers’ Guild
Guild of Stonecutters, Masons, Potters, and Tile-makers
Surveyors’, Map-, and Chart-makers’ Guild
Guild of Trusted Pewterers and Casters
Vintners’, Distillers’, and Brewers’ Guild
Guild of Watermen
Wagon-makers’ and Coach Builders’ Guild
Jesters’ Guild
Watchful Order of Magists and Protectors
Jewelers’ Guild
Wheelwrights’ Guild
City Watch
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.
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.
Skill Proficiencies: Athletics, Insight
Languages: Two of your choice
Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp
Feature: Watcher’s Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
Cloistered Scholar
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—not 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.
Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion
Languages: Two of your choice
Equipment: The scholar’s robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp
Feature: Library Access
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access
You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
Suggested Characteristics
Use the tables for the sage background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.
Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth—perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
Courtier
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.
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice
Equipment: A set of fine clothes and a pouch containing 5 gp
Feature: Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Suggested Characteristics
Use the tables for the guild artisan background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.
The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
Faction Agent
Waterdeep has eight prominent factions in it. See here for more info.
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.
Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
Languages: Two of your choice
Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Feature: Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Suggested Characteristics
Use the tables for the acolyte background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words “faith” and “faction” to be interchangeable.)
Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature
Far Traveller
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.
Skill Proficiencies: Insight, Perception
Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland
Languages: Any one of your choice
Equipment: One set of traveler’s clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship, and a pouch containing 5 gp
Why Are You Here?
A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary.
Where Are You From?
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.
Evermeet. 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.
Halruaa. 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.
Kara-Tur. 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.
Mulhorand. 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.
Sossal. 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.
Zakhara. 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.
The Underdark. 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.
Feature: All Eyes on You
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.
Inheritor
You are the heir to something of great value—not 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—by force, if need be.
Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion
Tool Proficiencies: Your choice of a gaming set or a musical instrument
Languages: Any one of your choice
Equipment: Your inheritance, a set of traveler’s clothes, the tool you choose for this background's tool proficiency, and a pouch containing 15 gp
Feature: Inheritance
Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Suggested Characteristics
Use the tables for the folk hero background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.
Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
Mercenary Veteran
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
Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)
Feature: Mercenary Life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).
Suggested Characteristics
Use the tables for the soldier background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a mercenary.
Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for fighting.
Urban Bounty Hunter
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—any 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—but on the other hand, you can take down much more formidable targets with the help of your companions.
Skill Proficiencies: Choose two from among Deception, Insight, Persuasion, and Stealth
Tool Proficiencies: Choose two from among one type of gaming set, one musical instrument, and thieves’ tools
Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area
Suggested Characteristics
Use the tables for the criminal background in the Player’s Handbook as the basis for your bounty hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.