Faction Agent 5E Background

Hello adventurers! Thank you so much for checking out the 17th episode of our background series. Today we are going to be going over a very much a blank slate of a background i suppose if you’d prefer to call it that. In any case we are going over a faction agent background 5e. This particular background was released in the sword coast adventurers guide and although a lot of people still love the sword coast adventurers guide.

It’s kind of been overshadowed in terms of backgrounds by a lot of the guild masters guide to ravnica stuff although it is up to your Dungeon Master whether or not that is a book you use. Now the faction agent as a whole is really great if you have a very specific character concept in mind and your dungeon master is either very strict to the rules or if you’re playing an adventures league.

In any case let’s give you a quick announcement about our basic dnd backgrounds that you can check through this link. Now let’s dive right into its description here.


Actually, many kind of organizations are being active in the north and also across to the face of Faerûn that are not bound by the strictures of geography. Al though as per this d&d 5e faction agent these factions could pursue their agendas without of regarding their for the political boundaries, even their members those who operate from anywhere the organization deems necessary.

Basically, these group of employ listeners, rumormongers, smugglers, sellswords, cache-holders (i.e., the people those who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop minders, to name a few of them. Normally, at the core of every faction such are those who do not merely fulfill a small function for that specific organization, but of course those who serve as its hands, head, and heart.

Probably, like a prelude for your adventuring career (and also in the preparation for it), you always have served being an agent of a specific faction in Faerûn. You might also have operated openly or else secretly, which is depending upon the faction and also on it goals, also how those goals have been mesh with your own.

For becoming an adventurer can not necessarily to be required you for relinquish the membership in your faction (even though you can choose to do so) and also it might be increase your status in the faction.

Very kind of generic right! And that’s really the appeal to this background is you can essentially go with whatever you want. Whether or not it’s a thieving based guild or maybe even a guild of assassins or maybe just a general community volunteers or a local neighborhood watch program, whatever all of it is kind of caught in this abroad net of faction agent.

So feel free to go as nuts as you want. The sword coast adventurers guide does have some base recommendations like the harpers, order of the gauntlet, emerald enclave, lords alliance all that stuff that’s found along the sword coast however i don’t see any reason why you can’t come up with your own, it won’t really change the grand overarching stories of most campaigns and it might even add some surprise elements into those worlds. In any case let’s move on to its mechanics here.


The skill proficiencies are insight and one intelligence wisdom or charisma skill of your choice. Really opening up what is possible here. Once again meant to be used in terms of a more of a blank slate.

Under languages you do get two of your choice. If you notice there is no tool proficiency here but i mean it depending on how good of a case you make your DM they might be alright with that if you pick one of the lesser useful intelligence wisdom or charisma skills to kind of balance it out or however they see fit. if you have any ideas on how to do that be sure to let me know down beneath.

And under equipment you gain a badge or emblem of your faction, a copy of a seminal faction text, a set of common clothes and a pouch containing 15 gp putting you just above that 10 gp average.

  • Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
  • Tool Proficiencies: None
  • 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

Read also: courtier 5e background

Overall very cool, very interesting this is the first and really only background to behave like this in relation to the skill proficiencies at least. A couple others do list off several different skills you can pick take but this is the first one that’s broad enough to really encompass all of them.

It’s really cool stuff now let’s move on to its feature. The feature is called safe haven and it’s very reminiscent of a lot of the other features we’ve covered so far.

Feature: Safe Haven

Actually, this faction agent 5e background has safe haven feature, so being a faction agent, you always have an access to the secret network of their supporters and also the operatives those who able to provide help on all of your adventures.

You do know a group of secret signs and passwords that you can use for identifying those types of operatives, those who able to provide you with an access to a hidden safe house, free room and board, or assistance in finding some information. Normally, these agents will not risk their lives for you or else the risk that revealing about their true identities.

Very reminiscent of the acolyte or any member of the guild based features. Essentially the mechanical benefit outright is it gets you room and board so you don’t really need to worry about hotels or anything like that. And the more advanced usage of this is using this network you have access to, to approach certain tasks, quests and objectives through a different lens or by different means.

Now if you notice a lot of this is kind of generic and open to your own creativity for lack of a better term as far as to say it doesn’t name any specialities that your organization or faction would be best at right!

That’s kind of up for you and your DM to talk through and determine and figure out exactly what kind of assistance they can provide and exactly what type of information they’re gonna have access to. Very cool stuff overall though, now let’s take a look at an example of some suggested characteristics here.

Suggested Characteristics Of D&D Faction Agent

You can also use the tables of acolyte background for the suggested characteristics of d&d faction agent, like the basis for your traits and also for the motivations, that are modifying the entries whenever it appropriate to suit your identity. (For example, consider the words “faith” and “faction” to be interchangeable.)

Faction agent 5e personality traits

For the personality trait i went with “I see omens in every event and action. The gods try to speak to us, we just need to listen.”

D8Personality Trait
1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3 I see omens in every event and action. The gods try to speak to us, we just need to listen.
4 Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.


Under ideal i went with ” Charity. I always try to help those in need. No matter what the personal cost. And this will put you a tick towards good.”

1Tradition: The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity: I always try to help those in need, no matter what the personal cost. (Good)
3Change: We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power: I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5Faith: I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6Aspiration: I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)


Under Bond i went with ” Everything i do is for the common people.”

1I would die to recover an ancient relic of my faith that was lost long ago.
2I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3I owe my life to the priest who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.


For the flaw i went with “I judge others harshly, and myself even more severely.”

1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple’s hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my god.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Actually, your bond might also be associated with some other members of your faction, or even a location or of course an object which is most important to your faction. Also, the ideal which you tried hardly for is perhaps in keeping with the tenets and also the principles of your faction, but it might be more personal in the nature.

Naturally this particular set of characteristics would likely belong to some sort of religious order or community order something to that effect very much on the good side of things and the omen personality trait is rather interesting, it could make for some comedic moments as well as maybe some more interesting interactions between party members.

Maybe this character is for example very very superstitious and as a direct result has a very specific routine they follow at very specific intervals and if they go without maybe they impose disadvantage on themselves like psyching themselves out or operate in a sub-optimal way. Something to that effect might be pretty interesting.

I also think it would be really funny to have a incredibly superstitious character that looks for meaning and everything. Actually speak with a god or maybe a liaison of a deity and have their superstitions kind of shattered.

For example if an angel came down and spoke on behalf of some but benevolent lord and the character happened to be a priest of such lord and the character said something to the effect of, man i look everywhere for your omens and i see them everywhere the other day i saw a double rainbow in the sky and that’s how i knew my lord was watching me.

And the angel just kind of looks at the character or as though they’re crazy and says you know, we don’t really do that we have angels and magic and divination and ways to directly communicate with you so i wouldn’t really be too concerned about the weather.

And just like completely shatter that character’s view on the world i think that’d be rather humorous or maybe even potentially fatal to that character who knows but the rest of the party is sure likely to get a kick out of it. In any case let’s move on to Feature called Factions of the Sword Coast and my personal thoughts.

Feature: Factions of the Sword Coast

In the faction agent background dnd 5e the lack of a large, centralized governments those are in the north and even along with the sword coast is likely to directly be a responsible for the proliferation of the secret societies and also the conspiracies in such lands.

Suppose, if your background is like an agent for the sake of one of the main factions of the north and also to the sword coast, we have mentioned some of the possibilities such as The Harpers, The Order of the Gauntlet, The Emerald Enclave, The Lords’ Alliance, The Zhentarim. We have explained all of them below.

  • The Zhentarim:

It its recent years, this Zhentarim feature has become appeared more in this world at large size, like the group works for bring improving its reputation among the many of the common people.

Actually, this faction agent in d&d 5e can draw its employees and also the associates from many of its walks of life, also setting them for the specific tasks which could serve the goals of a black network but they are not necessarily criminal in the nature.

Even though its agents of the black network must be work frequently in a secret, and also they often proficient in the Deception. They do seek to be aid from the wizards, mercenaries, merchants and also the priesthoods allied with the Zhentarim.

  • The Lords’ Alliance:

On a particular level, the agents of the lords’ which Alliance are the representatives of some cities and even for the other governments which constitute the alliance.

But of course like a faction with some interests and also the concerns which transcend the local politics and geography, actually, the Alliance has its personal cadre of individuals those who work on behalf of the organizations, wider agenda.

The Alliance agenda can required to be a knowledgeable in the history, and even it can always rely on the aid of the governments which are one of the parts of Alliance, in additionally other leaders and the groups who can uphold the Alliance’s ideals.

  • The Emerald Enclave:

Actually, maintaining some balance in a natural order and also for combating to its forces which has threaten that balance is almost the twofold goal of a Emerald Enclave. Those who could serve the faction are the masters of survival and living off the land. They are frequently proficient in the nature and also it able to seek some help from the woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.

  • The Order of the Gauntlet:

Normally, it is one of the newest power groups in the Faerûn, also the order of a Gauntlet has an agenda which is similar to such of the Harpers. Also, this feature’s methods are far more different, even though: the bearers of the gauntlet are the holy warriors on the righteous quest for a crush evil and even promote the justice, and even they do not hide in shadows.

These order agents are tend to be the proficient in a religion, and also they frequently wish to aid from the enforcement of law in a friendly way to the order’s ideals and also the clergy of the order’s patron gods.

  • The Harpers:

It has been founded more than a millennium ago, it has disbanded and also reorganized for many times, these Harpers would be remained so powerful and behind the scenes agency which is acts to the wart evil and promote fairness via its knowledge, neither from its brute force.

Actually, these agents can frequently proficient in their investigation, and also enabling them to be adopted at the snooping and also spying. They also oftenly seek aid from the other Harpers, sympathetic bards and innkeepers, rangers, and also the clergy of gods that are aligned with the Harpers’ ideals.


I don’t actually have a ton to say about this. Not because it’s bad or great or anything like that but just because it’s really limited by your imagination and that’s about it. It was meant to be more or less template to follow where you can pursue almost whatever path you wanted, so long as you’re part of a group organization i suppose.

But it really is interesting and we do see this general theme in a couple of the other backgrounds as well. So this is kind of a good place to start from then work yourself out from there. Just make sure you’re working closely with your dungeon master, especially during a session zero and kind of remind them periodically throughout.

Not a direct way but just in passing so they’re able to make sure it’s still relevant to your character and maybe the plot as a whole depending on how far they want to go with it.


In any case let me know what you think of the faction agent down beneath in the comment section. Be sure to mention any thoughts, questions, comments, concerns, ideas or stories of your own. That being said, i hope you all have a great day and as always happy adventuring.

Leave a Comment