
You gain a +1 bonus to damage rolls against creatures with the undead keyword. When engaging in a skill challenge to disable a trap, your first successful Thievery check grants you an extra success. You gain a +2 bonus to Diplomacy and Intimidate checks when interacting with undead creatures. You gain a +2 racial bonus to saving throws to end conditions and ongoing effects with the fear keyword. Whenever you make a monster knowledge check, you can reroll the check, but you must use the second result even if it’s worse than the first. You gain a +3 bonus to Nature checks made to recall useful information about geography. You gain a +2 bonus to Arcana and Dungeoneering checks in addition to a +2 bonus to skill checks when using any travel ritual.Īny language other than Abyssal or Supernal This is normally the case for Forgotten Realms or Scales of War characters.ĭiplomacy, a skill another race gains a bonus to

When first introduced in the player's handbook, it was solely a means of flavor, with a few generic questions. The background is a roleplaying element, which provides potential hooks and interest beyond a simple cookie-cutter character.
