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": 58,
    "next": null,
    "previous": "https://api.open5e.com/v2/backgrounds/?format=api&ordering=desc",
    "results": [
        {
            "url": "https://api.open5e.com/v2/backgrounds/open5e_scoundrel/?format=api",
            "key": "open5e_scoundrel",
            "benefits": [
                {
                    "name": "Equipment",
                    "desc": "A bag of 1,000 ball bearings, a pet monkey wearing a tiny fez, a set of common clothes, and a pouch containing 10 gp",
                    "type": "equipment"
                },
                {
                    "name": "Languages",
                    "desc": "No additional languages",
                    "type": "language"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Athletics, Sleight of Hand",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "Despite their poor upbringing, scoundrels tend to live a charmed life—never far from trouble, but usually coming out on top. Many are thrill-seekers who delight in taunting their opponents before making a flashy and daring escape. Most are generally good-hearted, but some are self-centered to the point of arrogance. Quieter, introverted types and the lawfully-inclined can find them very annoying.\n\n| d8 | Personality Trait                                                     |\n|----|-----------------------------------------------------------------------|\n| 1  | Flashing a big smile often gets me out of trouble.                    |\n| 2  | If I can just keep them talking, it will give me time to escape.      |\n| 3  | I get fidgety if I have to sit still for more than ten minutes or so. |\n| 4  | Whatever I do, I try to do it with style and panache.                 |\n| 5  | I don't hold back when there's free food and drink on offer.          |\n| 6  | Nothing gets me more annoyed than being ignored.                      |\n| 7  | I always sit with my back to the wall and my eyes on the exits.       |\n| 8  | Why walk down the street when you can run across the rooftops?        |\n\n| d6 | Ideal                                                                                                                 |\n|----|-----------------------------------------------------------------------------------------------------------------------|\n| 1  | **Freedom.** Ropes and chains are made to be broken. Locks are made to be picked. Doors are meant to be opened. (Chaotic) |\n| 2  | **Community.** We need to look out for one another and keep everyone safe. (Lawful)                                       |\n| 3  | **Charity.** I share my wealth with those who need it the most. (Good)                                                    |\n| 4  | **Friendship.** My friends matter more to me than lofty ideals. (Neutral)                                                 |\n| 5  | **Aspiration.** One day my wondrous deeds will be known across the world. (Any)                                           |\n| 6  | **Greed.** I'll stop at nothing to get what I want. (Evil)                                                                |\n\n| d6 | Bond                                                                                                                                |\n|----|-------------------------------------------------------------------------------------------------------------------------------------|\n| 1  | My elder sibling taught me how to find a safe hiding place in the city. This saved my life at least once.                           |\n| 2  | I stole money from someone who couldn't afford to lose it and now they're destitute. One day I'll make it up to them.               |\n| 3  | The street kids in my town are my true family.                                                                                      |\n| 4  | My mother gave me an old brass lamp. I polish it every night before going to sleep.                                                 |\n| 5  | When I was young, I was too scared to leap from the tallest tower in my hometown onto the hay cart beneath. I'll try again someday. |\n| 6  | A city guardsman let me go when they should have arrested me for stealing. I am forever in their debt.                              |\n\n| d6 | Flaw                                                                    |\n|----|-------------------------------------------------------------------------|\n| 1  | If there's a lever to pull, I'll pull it.                               |\n| 2  | It's not stealing if nobody realizes it's gone.                         |\n| 3  | If I don't like the odds, I'm out of there.                             |\n| 4  | I often don't know when to shut up.                                     |\n| 5  | I once filched a pipe from a priest. Now I think the god has cursed me. |\n| 6  | I grow angry when someone else steals the limelight.                    |",
                    "type": "suggested_characteristics"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of gaming set, thieves' tools",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Urban Explorer",
                    "desc": "You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction.",
                    "type": "feature"
                }
            ],
            "document": {
                "name": "Open5e Originals",
                "key": "open5e",
                "type": "SOURCE",
                "display_name": "Open5e Originals",
                "publisher": {
                    "name": "Open5e",
                    "key": "open5e",
                    "url": "https://api.open5e.com/v2/publishers/open5e/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://open5e.com/"
            },
            "name": "Scoundrel",
            "desc": "You were brought up in a poor neighborhood in a crowded town or city. You may have been lucky enough to have a leaky roof over your head, or perhaps you grew up sleeping in doorways or on the rooftops. Either way, you didn't have it easy, and you lived by your wits. While never a hardened criminal, you fell in with the wrong crowd, or you ended up in trouble for stealing food from an orange cart or clean clothes from a washing line. You're no stranger to the city watch in your hometown and have outwitted or outrun them many times."
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/toh_mysterious-origins/?format=api",
            "key": "toh_mysterious-origins",
            "benefits": [
                {
                    "name": "Equipment",
                    "desc": "A mysterious trinket from your past life, a set of artisan's tools or a musical instrument (one of your choice), a set of common clothes, and a belt pouch containing 5 gp",
                    "type": "equipment"
                },
                {
                    "name": "Languages",
                    "desc": "One of your choice",
                    "type": "language"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Deception, Survival",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Characteristics",
                    "desc": "You may be bothered by your lack of memories and driven to recover them or reclaim the secrets of your past, or you can use your anonymity to your advantage.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I'm always humming a song, but I can't remember the words. |\r\n| 2 | I love learning new things and meeting new people. |\r\n| 3 | I want to prove my worth and have people know my name. |\r\n| 4 | I don't like places that are crowded or noisy. |\r\n| 5 | I'm mistrustful of mages and magic in general. |\r\n| 6 | I like to keep everything tidy and organized so that I can find things easily. |\r\n| 7 | Every night I record my day in a detailed journal. |\r\n| 8 | I live in the present. The future will come as it may. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Redemption.** Whatever I did in the past, I'm determined to make the world a better place. (Good) |\r\n| 2 | **Independence.** I'm beholden to no one, so I can do whatever I want. (Chaotic) |\r\n| 3 | **Cunning.** Since I have no past, no one can use it to thwart my rise to power. (Evil) |\r\n| 4 | **Community.** I believe in a just society that takes care of people in need. (Lawful) |\r\n| 5 | **Fairness.** I judge others by who they are now, not by what they've done in the past. (Neutral) |\r\n| 6 | **Friendship.** The people in my life now are more important than any ideal. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I have dreams where I see a loved one's face, but I can't remember their name or who they are. |\r\n| 2 | I wear a wedding ring, so I must have been married before I lost my memories. |\r\n| 3 | My mentor raised me; they told me that I lost my memories in a terrible accident that killed my family. |\r\n| 4 | I have an enemy who wants to kill me, but I don't know what I did to earn their hatred. |\r\n| 5 | I know there's an important memory attached to the scar I bear on my body. |\r\n| 6 | I can never repay the debt I owe to the person who cared for me after I lost my memories. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I am jealous of those who have memories of a happy childhood. |\r\n| 2 | I'm desperate for knowledge about my past, and I'll do anything to obtain that information. |\r\n| 3 | I'm terrified of meeting someone from my past, so I avoid strangers as much as possible. |\r\n| 4 | Only the present matters. I can't bring myself to care about the future. |\r\n| 5 | I'm convinced that I was powerful and rich before I lost my memories—and I expect everyone to treat me accordingly. |\r\n| 6 | Anyone who shows me pity is subjected to my biting scorn. |",
                    "type": "suggested_characteristics"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "One type of artisan's tools or one type of musical instrument",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Unexpected Acquaintance",
                    "desc": "Even though you can't recall them, someone from your past will recognize you and offer to aid you—or to impede you. The person and their relationship to you depend on the truth of your backstory. They might be a childhood friend, a former rival, or even your child who's grown up with dreams of finding their missing parent. They may want you to return to your former life even if it means abandoning your current goals and companions. Work with your GM to determine the details of this character and your history with them.",
                    "type": "feature"
                }
            ],
            "document": {
                "name": "Tome of Heroes",
                "key": "toh",
                "type": "SOURCE",
                "display_name": "Tome of Heroes",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
            },
            "name": "Mysterious Origins",
            "desc": "Your origins are a mystery even to you. You might recall fragments of your previous life, or you might dream of events that could be memories, but you can't be sure of what is remembered and what is imagined. You recall practical information and facts about the world and perhaps even your name, but your upbringing and life before you lost your memories now exist only in dreams or sudden flashes of familiarity. You can leave the details of your character's past up to your GM or give the GM a specific backstory that your character can't remember. Were you the victim of a spell gone awry, or did you voluntarily sacrifice your memories in exchange for power? Is your amnesia the result of a natural accident, or did you purposefully have your mind wiped in order to forget a memory you couldn't live with? Perhaps you have family or friends that are searching for you or enemies you can't even remember."
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-gpg_cursed/?format=api",
            "key": "a5e-gpg_cursed",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Accursed",
                    "desc": "Whenever you fail at a Deception or Persuasion check, your curse manifests in a manner that you work out with your Narrator ahead of time. The failed check is ignored, and you immediately roll an Intimidation check with which you have expertise, taking the new roll. However, even a successful Intimidation check does not necessarily produce the result you originally intended, as the creatures around you may recoil in fear and distrust. At the Narrator’s discretion, you may keep the expertise die to Intimidation until the end of the scene.",
                    "type": "feature"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "The entity responsible for your curse may press you to complete specific tasks, such as transporting a mysterious item, defeating a hated enemy, or stealing important documents. Work with your Narrator to determine how your curse is leveraged in these situations. After you complete several such tasks, your infamy grows. You are known by all people within 100 miles of your Prestige Center, many of whom hold you in fearful respect. You and your companions are given a moderate lifestyle in settlements within this area by those who dare not risk your curse.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n#### Cursed Connections\r\n|d10|Connection|\n|---|---|\n|1|Your parent who made the deal and left you cursed for their own ends.|\r\n|2|A cultist devoted to the entity that cursed you and who reveres you as well.|\r\n|3|Your childhood romantic interest, ultimately marked in some way by your curse.|\r\n|4|A childhood friend who pulled away from you when they realized you were cursed.|\r\n|5|The entity that cursed you.|\r\n|6|A priest or sage who tried—and failed—to break your curse years ago.|\r\n|7|The kindly family that took you in out of pity.|\r\n|8|The law enforcers who see you as a dangerous troublemaker.|\r\n|9|Another accursed individual with whom you sometimes commiserate.|\r\n|10|A scholar or researcher obsessed with the entity that cursed you.|\r\n\r\n#### Cursed Memento\r\n|d10|Memento|\n|---|---|\n|1|A locket or ring once owned by someone who was killed when your curse first manifested.|\r\n|2|A childhood toy, well worn, which has always been soothing.|\r\n|3|A torn piece of parchment which may lead you to the person who can break your curse.|\r\n|4|A weapon or piece of ammunition set aside for the entity that cursed you.|\r\n|5|A unique scar, discoloration, or other mark on your body which shows your curse.|\r\n|6|Nightmares brought on by the curse which often wake you, screaming.|\r\n|7|A charm meant to keep your curse contained. You haven't noticed an effect.|\r\n|8|An artistic rendering of the entity that cursed you|\r\n|9|A flask once given to you as well-meaning consolation.|\r\n|10|A small knife you used as a child to protect yourself, because no one else would.|",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice.",
                    "type": "language"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Perception, and either Arcana, Nature, or Religion based on the source of your curse.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "4 days of rations, one person tent, traveler’s clothes",
                    "type": "equipment"
                }
            ],
            "document": {
                "name": "Gate Pass Gazette",
                "key": "a5e-gpg",
                "type": "SOURCE",
                "display_name": "Gate Pass Gazette",
                "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": "Cursed",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-gpg_haunted/?format=api",
            "key": "a5e-gpg_haunted",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 Wisdom and one other ability score of your choice.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Whether you seek to violently banish the restless dead or help them to peacefully pass on, you will gain a reputation as a spirit-speaker. Common folk and nobility alike are likely to approach you for advice and aid with everything from hereditary curses to irritable poltergeists to speaking with a dead relative about a lost treasure.\r\nAfter you have solved several such problems, you’ve become known to those who deal in certain kinds of esoteric knowledge and gain access to their private libraries. These vast personal collections contain esoteric mysteries, such as those answerable with a DC 25 Arcana, History, or Religion check. While using such a library your host will provide you and your companions a moderate or rich lifestyle, depending on their means and how impressed they are by your exploits.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n#### Haunted Connections\r\n|d10|Connection|\n|---|---|\n|1|A descendant of your spirit who blames them for current misfortunes.|\r\n|2|Another haunted individual who came to you seeking help with their spirit in a time of crisis.|\r\n|3|The murderer who killed your spirit.|\r\n|4|A ghost who has consulted your spirit during a time of need.|\r\n|5|The bereaved spouse your spirit left behind who will do nearly anything to speak with their lost love.|\r\n|6|Your spirit, a childhood friend or a romantic partner before tragedy struck.|\r\n|7|Your spirits, a gaggle of bickering ancestors trying to use you to right a terrible wrong.|\r\n|8|A relative of your spirit who killed them in order to inherit a fortune.|\r\n|9|Your spirit, a hateful enemy of your family who is bound to you through a quirk of misfortune.|\r\n|10|Your spirit, who haunts their own body after you stole it and took up residence.|\r\n\r\n#### Haunted Memento\r\n|d10|Memento|\n|---|---|\n|1|A personal item (jewelry, tools, weapon, ect) once owned by your spirit. You can't seem to get rid of it.|\r\n|2|A locket containing the image of the one who haunts you.|\r\n|3|The scent of your spirit's favored cologne or perfume that clings to you.|\r\n|4|A small pouch of soil taken from your spirit's grave.|\r\n|5|A letter of introduction penned by your spirit, giving you their blessing.|\r\n|6|Journals of your spirit's life.|\r\n|7|An innocuous nonmagical item that your spirit tells you is of dire importance.|\r\n|8|The manacles that shackled your spirit before their death.|\r\n|9|A cryptic note written by your spirit who has no memory of its existence.|\r\n|10|The signet ring of your spirit, who you claim as your parent or ancestor.|",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Languages",
                    "desc": "Two of your choice, one of which is the spirit’s native language.",
                    "type": "language"
                },
                {
                    "name": "Silent Aid",
                    "desc": "Being in tune with your spirit allows them to point out something you might have missed, if only for their own purposes. You gain a +2 to your choice of your passive Perception, Investigation, or Insight score, depending on your spirit’s skills.\r\nIf you banish, free, or otherwise lose your spirit, consult with the Narrator to choose an appropriate feature from another background. Alternatively, the Narrator may rule that you’ve become a beacon for the supernatural and another spirit has taken up haunting you.",
                    "type": "feature"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Religion, and any one skill of your choice that the spirit has imparted to you.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "2 days worth of rations, bell, 5 candles, ink, ink pen, 10 sheets of paper, 5 pieces of chalk, traveler’s clothes",
                    "type": "equipment"
                }
            ],
            "document": {
                "name": "Gate Pass Gazette",
                "key": "a5e-gpg",
                "type": "SOURCE",
                "display_name": "Gate Pass Gazette",
                "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": "Haunted",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ddg_deep-hunter/?format=api",
            "key": "a5e-ddg_deep-hunter",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Wisdom and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Once you’ve collected a few trophies from your hunts, people start offering you money in exchange for help against the subterranean monsters plaguing their communities. After a few such bounties, you gain the free service of up to 4 scouts (or scout variants). You can ask them to adventure with you or dispatch them to gather information on distant areas.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### Deep Hunter Connections\r\n1. The hunter that saved your life.\r\n2. The rival hunter that pursues the same beast.\r\n3. The rival hunter that took credit for your kill and branded you a liar.\r\n4. The intelligent monster that mocks you every time it escapes your grasp.\r\n5. The community or family that depends on you.\r\n6. The city alchemist that pays well for your trophies.\r\n7. A community of fey, deep gnome, or shadow elves that owe you their lives.\r\n8. A monster you have befriended and sworn to protect.\r\n9. The surface world ruler from whom you’re hiding.\r\n10. The monster that hunts you.\r\n\r\n### Deep Hunter Mementos\r\n1. A prized bow string, arrow, whetstone, or other piece of equipment that has never let you down.\r\n2. A locket containing the picture of a subterranean monster’s victim.\r\n3. An astonishing assortment of unusual jerkies.\r\n4. A scar from the monster that got away.\r\n5. Clothing bedecked with a dozen grisly trophies.\r\n6. A lucky coin you flip when you’re not sure of the way forward.\r\n7. The broken horn or tooth that nearly killed you.\r\n8. A talking monster skull (you hear it talking, anyway).\r\n9. A copper coin taken from a cavern filled with riches; you stumbled across the cavern while lost and have never found your way back.\r\n10. A journal detailing your attempts to find a navigable passage to the Midnight Sea.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Deep Lore",
                    "desc": "You always have a sense of how deep you are and which direction is north, provided that you’ve traveled in these regions before. You are also generally aware of the physical and political geography of the region (e.g., “the old dwarf colony is this way and those tunnels are part of the wererat pack’s hunting grounds”). You know where relatively safe places to camp are located and you can usually find fresh sources of water.",
                    "type": "feature"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Survival, and either Nature or Stealth.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "chalk, traveler’s clothes, 2 hunting traps",
                    "type": "equipment"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Leatherworker’s tools.",
                    "type": "tool_proficiency"
                }
            ],
            "document": {
                "name": "Dungeon Delver’s Guide",
                "key": "a5e-ddg",
                "type": "SOURCE",
                "display_name": "Dungeon Delver’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": "Deep Hunter",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ddg_dungeon-robber/?format=api",
            "key": "a5e-ddg_dungeon-robber",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Intelligence and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "As you build your reputation, shady people approach you with requests to “discover” items of uncertain ownership. After enough successes, a legitimate organization, such as a wizard’s college or esteemed museum, takes an interest in you. They offer you a position, which comes with funding granting a Wealthy lifestyle, access to free spellcasting services, and legal representation when you inevitably run afoul of the law.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll d10, choose, or make up your own.\r\n\r\n### Dungeon Robber Connections\r\n1. A rival who always tries to steal what you rightfully find.\r\n2. A rival who seeks powerful artifacts for evil ends.\r\n3. A fence who can find a buyer for anything.\r\n4. An underworld figure to whom you owe a staggering debt.\r\n5. A master forger who can replicate plausible records of ownership, permissions to restricted areas, and so on.\r\n6. An artist who can make perfect copies of artwork and paintings.\r\n7. A collector who sends you after valuable curios.\r\n8. Authorities who would like to question you about a relic’s mysterious disappearance.\r\n9. An admiring urchin who can get you anywhere in their city.\r\n10. A rambling sage whose bizarre, shocking theories you half believe.\r\n\r\n### Dungeon Robber Mementos\r\n1. A mysterious idol whose origin you seek.\r\n2. A cultural item from equipment.\r\n3. A treasure map with no obvious connection to any known land mass.\r\n4. An ancient piece of machinery that is undoubtedly very powerful, although all it currently does is light up.\r\n5. A rare book that grants an expertise die on checks related to a specific civilization.\r\n6. A gold coin bearing the face of a king who never existed.\r\n7. Identification papers from the institution that has kicked you out.\r\n8. A tablet carved with indecipherable glyphs.\r\n9. A giant-sized key to an unknown door.\r\n10. One piece of a seven-part artifact.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Languages",
                    "desc": "Any six (three of them no longer spoken).",
                    "type": "language"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "History, and either Investigation or Religion.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Cartographers’ tools, miner’s pick, traveler’s clothes, shovel.",
                    "type": "equipment"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Cartographers’ tools.",
                    "type": "tool_proficiency"
                },
                {
                    "name": "Unreliable Intelligence",
                    "desc": "You know conspiracy theorists, armchair historians, disgraced academics, and other people with useful, if unreliable, knowledge. While in a city, once per day you can find an NPC who can make an Intelligence check with a +10 bonus to recall a fact. When you do so, the Narrator secretly rolls a d6. On a 1, your contact’s information is dangerously inaccurate.",
                    "type": "feature"
                }
            ],
            "document": {
                "name": "Dungeon Delver’s Guide",
                "key": "a5e-ddg",
                "type": "SOURCE",
                "display_name": "Dungeon Delver’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": "Dungeon Robber",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ddg_escapee-from-below/?format=api",
            "key": "a5e-ddg_escapee-from-below",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Constitution and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "You find yourself drawn to the lands you once escaped. When you return there, you may have an opportunity to right wrongs or take revenge for past injuries. When you do, other escapees may look to you for leadership.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Alien Culture",
                    "desc": "Your prolonged captivity has granted you insight into the culture that kept you. You understand their customs, traditions, religion, political ties, and to some extent how they think. You are regarded as an expert in this culture and can usually recall some useful detail when you and your companions face a challenge involving this culture.",
                    "type": "feature"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll d10, choose, or make up your own.\r\n\r\n### Escapee from Below Connections\r\n1. The friend and fellow escapee from whom you were separated.\r\n2. The family members who remain in captivity.\r\n3. The cruel overseer who tortured you.\r\n4. Members of an Underland resistance movement.\r\n5. An evil commando squad that hunts escapees.\r\n6. The kindly merchant who took you in when you first reached the surface.\r\n7. A fellow prisoner, still in captivity, who claimed to be an heir to royalty.\r\n8. The prominent merchant or politician you saw making deals with evil creatures in the Underland.\r\n9. A mighty Underland creature with ambitions to conquer the surface world.\r\n10. A ship captain who sails the Midnight Sea.\r\n\r\n### Escapee from Below Mementos\r\n1. A partial map of your escape route.\r\n2. Broken shackles or chains.\r\n3. A precious heirloom, still hidden somewhere in Underland.\r\n4. A delicious recipe (which no one would eat if they knew the ingredients).\r\n5. A compass that points back where you came.\r\n6. Twelve days worth of rations (dried mushrooms).\r\n7. A tattoo that conceals the hidden routes and passwords you used to gain your freedom.\r\n8. A trophy taken from the guard you overcame.\r\n9. A strange board game or toy designed for hands with too many fingers.\r\n10. A telepathic rat or other unusual pet.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Stealth, and either Perception or Survival.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Common clothes, thieves’ tools.",
                    "type": "equipment"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Thieves’ tools.",
                    "type": "tool_proficiency"
                }
            ],
            "document": {
                "name": "Dungeon Delver’s Guide",
                "key": "a5e-ddg",
                "type": "SOURCE",
                "display_name": "Dungeon Delver’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": "Escapee from Below",
            "desc": "[No description provided]"
        },
        {
            "url": "https://api.open5e.com/v2/backgrounds/a5e-ddg_imposter/?format=api",
            "key": "a5e-ddg_imposter",
            "benefits": [
                {
                    "name": "Ability Score Increase",
                    "desc": "+1 to Charisma and one other ability score.",
                    "type": "ability_score"
                },
                {
                    "name": "Adventures and Advancement",
                    "desc": "Each of your double’s former acquaintances must be won over, until they like you more than they did your original. Even once that’s accomplished, you won’t truly be free of your past until you have reckoned with it. When evidence of your true nature surfaces—or when the person you are impersonating reappears—you must triumph in the court of public opinion. Once you have done so, you will have permanent, legal access to your former self’s belongings, inheritance rights, and so on.",
                    "type": "adventures_and_advancement"
                },
                {
                    "name": "Connection and Memento",
                    "desc": "Roll d10, choose, or make up your own.\r\n\r\n### Imposter Connections\r\n1. The accomplice who knows your secret and helps you for their own reasons.\r\n2. The spouse or lover of your other self, whom you must win over.\r\n3. The enemy of your other self, whose hatred you inherit.\r\n4. Your other self’s rich or noble relative, from whom you may inherit a fortune.\r\n5. Your crooked former partner, who still searches for you, unaware of your new identity.\r\n6. The Underland compatriot who knew both you and the person whose identity you stole.\r\n7. The suspicious priest who noticed a change in your personality.\r\n8. An acquaintance whose “inside joke” you pretend to understand.\r\n9. The family pet that doesn’t recognize you.\r\n10. The person you left behind when you abandoned your old life.\r\n\r\n### Imposter Mementos\r\n1. The precious diary containing your original self’s secrets.\r\n2. The locket or signet ring that proves your identity.\r\n3. The scar that matches the one your original self had.\r\n4. An anonymous blackmail letter.\r\n5. An item that proves your real identity, which you keep hidden.\r\n6. The fingerbone that whispers hints to you at opportune times.\r\n7. The heirloom weapon you fraudulently wield.\r\n8. Your trusty hat of disguise.\r\n9. Your trusty ring of mind shielding.\r\n10. The implements (useless to you) of your original self’s magical training.",
                    "type": "connection_and_memento"
                },
                {
                    "name": "Cover Story",
                    "desc": "Whenever you struggle to maintain the masquerade that you are who you say, a surprising number of people are willing to help you through your “lapses of memory.” They might be deluding themselves, or perhaps they know your secret but provide you cover for reasons of their own. So long as you don’t act completely out of character or get caught in an outrageous lie, you can usually find someone willing to cover for you. This cover most commonly takes  he form of excuses for your strange behavior.",
                    "type": "feature"
                },
                {
                    "name": "Skill Proficiencies",
                    "desc": "Deception, and either Perception or Survival.",
                    "type": "skill_proficiency"
                },
                {
                    "name": "Suggested Equipment",
                    "desc": "Common clothes, disguise kit.",
                    "type": "equipment"
                },
                {
                    "name": "Tool Proficiencies",
                    "desc": "Disguise kit.",
                    "type": "tool_proficiency"
                }
            ],
            "document": {
                "name": "Dungeon Delver’s Guide",
                "key": "a5e-ddg",
                "type": "SOURCE",
                "display_name": "Dungeon Delver’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": "Imposter",
            "desc": "[No description provided]"
        }
    ]
}