Requirement: Not a real background. Each of the Dolmenwood classes fits into a specific narrative place - this note attempts to connect that to Nimble.

Bards = Songweavers (traveling entertainers and record keepers). Purviews: Draw Attention, Bardic Lore.

Clerics = Shephards (servants of the Church). Purviews: Inspiring Sermons, Command Respect.

Enchanter = ??? Mage? Shadowmancer? Psion (Illusionist)? Almost certainly a Faerie (Faerie Magic). Purviews: Cunning Trickery, Unsettle Others.

Fighters = Commanders (tactical leaders) or Berserkers (forest survivors). Mercenaries. Purviews: Hard Labor, Tactical Assessment.

Friar = ??? Reflavored Shephard with Cloth Armor? (Wandering acetics) Purviews: Comforting Others, Natural Plantcraft

Hunter = Hunter (wilderness survivalists). Purviews: Stalk Prey, Wildcraft

Knight = Commander (sworn leader) or Oathsworn (holy avenger). Feudal warriors. Purviews: Act Honorably, Command Respect.

Magician = Mage. Arcane caster. Purviews: Academic Research, Innovative Tinkering.

Thief = Cheat. Purviews: Thievery, Careful Movement

Note: the Stormshifter or Zephyr are nowhere above. I think the Stormshifter could work well for the Dolmenwood Witches. Perhaps the Zephyr could be like a Faerie Warrior? It's not the best for this setting though. I could see Friar, but they're supposed to be more pacifistic rather than punchy.

Checks you make related to menial tasks of a day laborer would perform are made with advantage.

During Field Rests you add 2xSTR (instead of once) when you expend your Hit Dice to recover HP.

Checks you make related to metals and smithing are made with advantage.

During a safe rest you can change the weapon dice of one metal weapon as long as their max value stays the same (2d6 » d12, 1d8 » 2d4, etc.).

Checks you make related to your religion and common beliefs are made with advantage.

Pray. (WIL/Safe Rest) Action: One of your allies within Reach 2 can perform an Inspired action.

Checks you make related to bees, candles, and all other light sources are made with advantage.

You always carry an seemingly unlimited amount of candles with you (cast light up to 3 spaces) and as a free action you can light them even in complete darkness.

You were cursed with mock immortality by a God. Guided by Grace, you yearn to accomplish the task you were given. Establish with your DM your God, and your task. Gods usually have more than one Tarnished doing their deeds.

Grace Sight: As long as your actions help you achieve the goal granted by your master, you see a faint light guiding you where to go. In such a situation, you have advantage in navigating.

Mock Immortality: You can't permanently die as long as your body is mostly intact and your God needs you. Depending on the severity of your wounds, you will resurrect in a couple days, years, or even centuries. If you have already died at least once you count as an Undead. Children, animals, and Celestials are uneasy in your presence.

Your parents come from different walks of life. Choose another ancestry and gain it's benefits.

Born with specific markings or having had survived a strange event of circumstance in your youth, you are fabled and revered by all flying creatures.

Legends of you and your nature spread far and wide, affecting those around you like a breezy bluster. Gain Advantage on Influence checks when you make a show of power or skill that can be attributed to the wind.

Despite the innately lofty aspects of your culture, you feel most at home in simple straits.

Your groundedness gives you keen insight into navigating terrain. Should you come across any obstacle that requires you to climb or otherwise ascend, you always find a way around at ground-level.

In addition the Naturecraft skill uses KEY instead of WIL, and gain Advantage on Naturecraft checks to locate grounded things, such as fallen fruit or safe shelter.

Ambushing, stealing, bullying. It's routine, at this point. But now, you leave that life behind.

Your old practices let you get through hard-to-navigate locals with ease, and you know every back alley. (1/Day) You can automatically succeed at a check requiring navigation, or take a shortcut to travel twice as fast from one destination to another.

You speak Goblin natively (much better than one who has learned it later in life).

You automatically notice and can avoid crudely-made traps and have advantage to notice and disarm more sophisticated traps.

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Change It Up! You can choose any other ancestry to be raised by instead, and exchange the known language and get 1 helpful/iconic ability those people would inculcate (e.g., Dwarves know Dwarvish and are very good with smithing or stonecraft).

Advantage on checks to know or obtain gossip for events that will soon happen or have happened less than 1 year ago.