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A background inDungeons & Dragonsis one of the smaller but important aspects in character creation, often comprising a proficiency, a language, and a small feature to help you build your character. Though they often serve as a frame and a jumping-off point for character development and creation, backgrounds have increasingly started to become bigger parts of the creative process.
In the past, backgrounds have provided players with little add-ons and ideas for traits, but the Planar Philosopher and the Gate Warden offer a feature that provides resistance as well, adding to the utility of a background for any character.

What Is The Planar Philosopher Background?
The Planar Philosopher is more or less what it says on the tin, lacking the subtlety of its sister background, theGate Warden.You are a philosopher fromthe Outlands,an infinite plane connected to all other planes, serving as a bridge (of sorts) between dimensions.
The exposure to these planes has led to extraordinary advances in philosophy and understanding as well as different belief systems.

As a philosopher,you study the absolute truths of reality and existence, choosing among the incredible convergence of ideas from the many, many planar influences in the Gatetown you may occupy.
A Planar Philosopher may beinquisitive and welcomingwhen it comes to these ideas, or they may bestalwart and zealous, looking to shut out all other forms of belief.

You may follow these particular systems of thought alone, butmany Planar Philosophers find and form guilds with like-minded individuals.Why your character does this is entirely up to you, but there are a variety of sects of thought to align one’s character with!
Planar Philosopher Factions
Your philosopher gainsa skill proficiency based on each faction.If you aren’t associated with one,you may choose a skill alongside your existing proficiency in Arcana.
Skill
Athar
Skeptics and disenchanted worshipers. This faction is for the lapsed cleric or ex-cult member,calling into question the nature and authenticity of the gods.
Religion
Bleak Cabal
This faction strikes out on its own,seeking to defy the idea that there is a sense or greater purpose in the chaos in the multiverse.Nihilists to their core, Bleakers believe that life doesn’t really have meaning.
Insight
Doomguard
Everything is destroyed and rots eventually, as is their purpose.These philosophers are often soldiers or weapon smiths.
Nature
Fated
An individual can craft and maintain their fate.If one does not deserve to have it, it will be taken from them.This is the faction of conquerors and tyrants.
Intimidation
Fraternity of Order
Laws are the end-all-be-all of everything.If a law exists, it must be maintained, which is why the exploitation of those laws must happen well within their bounds.That is what makes you truly powerful. This is the order of thieves, conmen, spellcasters, and the occasional lawyer.
History
Hands of Havoc
One is only truly free in utter chaos.To attempt to enforce order is to misunderstand the pattern of the universe. Chaos should be embraced, these rebels and anarchists believe.
Stealth
Harmonium
Power is might and harmony is only truly maintained through force. This is the faction of dictators and mediators alike.
Perception
Heralds of Dust
Hopeless wanderers and necromancers may gather under the Heralds,believing that the world everyone inhabits is but another plane.A plane of the afterlife, that is. They believe the world they occupy is a bridge to another form of existence.
Medicine
Mercykillers
Justice is the strongest belief of this faction, and it will be dispersed upon everyone indiscriminately, regardless of who ‘deserves it.’ This is the belief system of many bounty hunters and judges.
Survival
Mind’s Eye
Satisfaction is achieved through the understanding of the multiverse.Meaning, they say, can be found by studying how we change the world around us. Many craftsman and travelers tend to follow this belief.
Persuasion
Society of Sensation
A society of bards, hedonists, and revelers, this order believes thatsensation and experience are what makes life sweet.To truly live deliciously, one must engage with and try everything, as they believe they are not truly alive unless they are feeling.
Performance
Transcendent Order
Thinking often stops action from taking precedence.Impulse drives a person for a reason. Daredevils and rescuers may make up this faction.
Athletics
These factions of Sigil, the Gatetown in which this background originates, are based out of schools of thought or are quite literally from other planes.
Species And Class Suggestions
No species line up especially well with this background flavor-wise, making it ideal for those who want to play anything. That being said, mechanically, choosing a specieswith an existing resistancewillmaximize utility in this backgroundand avoiddoubling up resistances.
If your plane makes you resistant to a type of damage, don’t choose a species that already has that resistance. Or, don’t choose the plane! Ultimately, though, this is up to you.
Classes that work well depend on the faction one chooses. That being said,clericsandpaladinsdraw ability frombeliefs and oathsrespectively, and may make for good Planar Philosophers.Wizards, bards, and monksmay also be good choices for this background.
Your first little feature is a fairly humble one.
Conviction
Your faction members canfind you lodging for the night, either within their holdings or homes. You also gain theScion of the Outer Planesfeat.
You receivea proficiency in Arcanaas well asone other skill of your choice.You also receivetwo languagesandthe Scion of the Outer Planes featis given to youimmediately.This is pretty strong for early levels!
Scion of the Outer Planes
Here’s how this feat works. You choose a plane to be from:Chaotic, Evil, Good,orLawful.After choosing, you will begranted a cantripandresistance to a specific type of damage,detailed here:
Psychic
Mage Hand
Thecantrip can be cast without material components.You canchoose your spellcasting abilityfrom yourIntelligence, Charisma,orWisdomscores.
Starting Equipment For The Gate Warden Background
Your equipment is fairly unique and goes beyond a bedroll, as useful as that would be. No, your Planar Philosopher shuns the idea of the measly backpack and mess kit.
Instead, you receivea portal key, a manifesto of your philosophy, a set of common clothes designed to identify you with your faction,anda purse containing 10 gp worth of coinsfrom all manner of different worlds and planes.
The portal key is a relic from older versions of Planescape. This key can allow you to activateone of the many portals inoraround the Outlands.It can come in many forms,such as a phrase, a leaf, an actual key, three hops to the left,ora teacup.
Any way you spin it, the object or knowledge is yours, and as a philosopher,no one is more acquainted with knowledgethan you.
For Dungeon Masters, a portal or gate key can be a daunting thing to put in the hands of a low-level character. For peace of mind, have a conversation with the player to decide where this will go.
For new players, you can use the portal as a plot hook to draw them further in. It can also be an opportunity to get your players to explore a setting they otherwise may not be able to!