list: API endpoint for returning a list of backgrounds.
retrieve: API endpoint for returning a particular background.

GET /v2/backgrounds/?format=api&ordering=desc&page=2
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 54,
    "next": null,
    "previous": "https://api.open5e.com/v2/backgrounds/?format=api&ordering=desc",
    "results": [
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ag_sailor/?format=api",
            "key": "a5e-ag_sailor",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Constitution and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "You and your companions will be able to take passage for free on nearly any commercial ship in exchange for occasional ship duties when all hands are called. In addition, after you have a few naval exploits under your belt your fame makes sailors eager to sail under you. You can hire a ship's crew at half the usual price.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Sailor Mementos\r\n1. A dagger with a handle carved from a dragon turtle's tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it.\r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction's signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol.\r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.\r\n\r\n### Sailor Mementos\r\n1. A dagger with a handle carved from a dragon turtle’s tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it. \r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction’s signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol. \r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Equipment",
                    "desc": "Common clothes, navigator's tools, 50 feet of rope.",
                    "type": "equipment"
                },
                {
                    "name": "Sea Salt",
                    "desc": "Your nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships' comings and goings. You also recognize most large ships by sight and by name, and can make a History orCulturecheck to recall their most recent captain and allegiance.",
                    "type": "feature"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, and either Acrobatics or Perception.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Navigator’s tools, water vehicles.",
                    "type": "tool_proficiency"
                }
            ],
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing",
                    "url": "https://api.open5e.com/v2/publishers/en-publishing/?format=api"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e",
                    "url": "https://api.open5e.com/v2/gamesystems/a5e/?format=api"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "name": "Sailor",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ag_soldier/?format=api",
            "key": "a5e-ag_soldier",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Strength and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "You will occasionally run into old comrades, some of whom may need favors. If you perform a few celebrated martial deeds your old military outfit (or a new one) is likely to offer you an officer’s rank. You gain the free service of up to 8 guards. Your new commanders will occasionally give you objectives: you will be expected to act independently in order to achieve these objectives.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Soldier Connections\r\n1. Your old commanding officer who still wants you to rejoin.\r\n2. The commander who callously sent your unit into a slaughter.\r\n3. Your shady war buddy who can get their hands on anything with no questions asked.\r\n4. Your best friend who went missing on the battlefield. \r\n5. The comrade who saved your life at the risk of their own.\r\n6. The ghost who haunts you. \r\n7. The superior officer you punched (for abusing civilians? For insulting your honor? For preventing you from looting?)\r\n8. The scary experimental war construct you accompanied on a dangerous mission.\r\n9. The golden-armored knight with ridiculously good teeth who was always giving inspiring speeches.\r\n10. The enemy officer who captured you.\r\n\r\n### Soldier Mementos\r\n1. A broken horn, tooth, or other trophy salvaged from a monster’s corpse.\r\n2. A trophy won in a battle (a tattered banner, a ceremonial sword, or similar).\r\n3. A gaming set.\r\n4. A letter from your sweetheart.\r\n5. An old wound that twinges in bad weather.\r\n6. A letter you’re supposed to deliver to a dead comrade’s family.\r\n7. A horrifying memory you can’t escape.\r\n8. A horned or plumed helmet.\r\n9. The sword you broke over your knee rather than fight for those bastards another day.\r\n10. A medal for valor.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice.",
                    "type": "language"
                },
                {
                    "name": "Military Bearing",
                    "desc": "Soldiers recognize their own. Off duty soldiers are usually willing to trade tales and gossip with you. On duty soldiers, while not obeying your orders, are likely to answer your questions and treat you respectfully on the off chance that you’re an unfamiliar officer who can get them in trouble.",
                    "type": "feature"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, and either Animal Handling or Intimidation.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Uniform, common clothes, 7 days rations.",
                    "type": "equipment"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of gaming set.",
                    "type": "tool_proficiency"
                }
            ],
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing",
                    "url": "https://api.open5e.com/v2/publishers/en-publishing/?format=api"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e",
                    "url": "https://api.open5e.com/v2/gamesystems/a5e/?format=api"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "name": "Soldier",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ag_trader/?format=api",
            "key": "a5e-ag_trader",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Because of your commercial contacts you may be offered money to lead or escort trade caravans. You'll receive a fee from each trader that reaches their destination safely.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Trader Connections\r\n1. The parent or relative who wants you to carry on the family business.\r\n2. The sibling who inherited the other half of the family business.\r\n3. The trading company to which you are indentured until you pay off a debt.\r\n4. The powerful merchant who will never forgive the business coup you pulled off.\r\n5. The noble whose horse trampled your poor family’s vegetable stall, injuring or killing a relative you dearly loved.\r\n6. The parent or elder sibling who squandered your family fortune.\r\n7. The business partner who cheated you.\r\n8. The customs agent who has sworn to catch you red-handed with illicit goods.\r\n9. The crime boss to whom you wouldn’t pay protection money.\r\n10. The smuggler who will pay well for certain commodities.\r\n\r\n### Trader Mementos\r\n1. The first gold piece you earned.\r\n2. Thousands of shares in a failed venture.\r\n3. A letter of introduction to a rich merchant in a distant city.\r\n4. A sample of an improved version of a common tool.\r\n5. Scars from a wound sustained when you tried to collect a debt from a vicious noble.\r\n6. A love letter from the heir of a rival trading family.\r\n7. A signet ring bearing your family crest, which is famous in the mercantile world.\r\n8. A contract binding you to a particular trading company for the next few years.\r\n9. A letter from a friend imploring you to invest in an opportunity that can't miss.\r\n10. A trusted family member's travel journals that mix useful geographical knowledge with tall tales.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Equipment",
                    "desc": "Traveler's clothes, abacus, merchant's scale.",
                    "type": "equipment"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Persuasion, and either Culture, Deception, or Insight.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Supply and Demand",
                    "desc": "When you buy a trade good and sell it elsewhere to a community in need of that good, you gain a 10% bonus to its sale price for every 100 miles between the buy and sell location (maximum of 50%).",
                    "type": "feature"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One vehicle.",
                    "type": "tool_proficiency"
                }
            ],
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing",
                    "url": "https://api.open5e.com/v2/publishers/en-publishing/?format=api"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e",
                    "url": "https://api.open5e.com/v2/gamesystems/a5e/?format=api"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "name": "Trader",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ag_urchin/?format=api",
            "key": "a5e-ag_urchin",
            "benefits": [
                {
                    "name": "Ability Score Increases",
                    "desc": "+1 to Dexterity and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures And Advancement",
                    "desc": "Street kids are among a settlement's most vulnerable people, especially in cities with lycanthropes, vampires, and other supernatural threats. After you help out a few urchins in trouble, word gets out and you'll be able to consult the street network to gather information. If you roll lower than a 15 on an Investigation check to gather information in a city or town, your roll is treated as a 15.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "### Urchin Connections\r\n\r\n1. The disreputable thief who taught you thieving skills.\r\n2. The saintly orphanage matron who’s so proud of how you’ve grown.\r\n3. The miserly and cruel orphanage administrator who rounds up urchins and runaways.\r\n4. The drunken thief who shared with you what little they could steal. \r\n5. The fellow urchin who has some power to make “bad stuff” happen to their enemies.\r\n6. The thieves’ guild contact who will pay well for small folk to wriggle through a window or chimney to unlock a front door.\r\n7. The philanthropist (or charlatan?) who took you in, dressed you properly, and tried to teach you upper-class manners.\r\n8. The spymaster or detective who sent you on investigation missions.\r\n9. The noble whose horse trampled you or a friend.\r\n10. The rich family you ran away from.\r\n\r\n### Urchin Mementos\r\n\r\n1. A locket containing pictures of your parents.\r\n2. A set of (stolen?) fine clothes.\r\n3. A small trained animal, such as a mouse, parrot, or monkey.\r\n4. A map of the sewers.\r\n5. The key or signet ring that was around your neck when you were discovered as a foundling.\r\n6. A battered one-eyed doll.\r\n7. A portfolio of papers given to you by a fleeing, wounded courier.\r\n8. A gold tooth (not yours, and not in your mouth).\r\n9. The flowers or trinkets that you sell.\r\n10. A dangerous secret overheard while at play.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Equipment",
                    "desc": "Common clothes, disguise kit.",
                    "type": "equipment"
                },
                {
                    "name": "Guttersnipe",
                    "desc": "When you're in a town or city, you can provide a poor lifestyle for yourself and your companions. Also, you know how to get anywhere in town without being spotted by gangs, gossips, or guard patrols.",
                    "type": "feature"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Sleight of Hand, and either Deception or Stealth.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Disguise kit, thieves’ tools.",
                    "type": "tool_proficiency"
                }
            ],
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing",
                    "url": "https://api.open5e.com/v2/publishers/en-publishing/?format=api"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e",
                    "url": "https://api.open5e.com/v2/gamesystems/a5e/?format=api"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "name": "Urchin",
            "desc": "[No description provided]"
        }
    ]
}