Hi all. I think this is actually my first time posting here, but I've lurked for quite a while. I'm starting a new campaign in a new setting and worked up some backgrounds for the characters. I was just hoping to get some feedback on them, especially the features and the equipment sections. Thanks!

Spoiler: Divine Calling
Divine Calling

You lived a normal life once, but all that changed. You didnít choose religious devotion, religious devotion chose you. A deity or some other greater power has chosen you to be their servant and representative in the world. Perhaps they speak to you directly, or perhaps there is another being that serves as go between. Either way, you find yourself pushed forward in whatever direction best serves your new patron.

Skill Proficiencies: Insight, Persuasion
Languages: Celestial, Primordial
Equipment: A staff, a scroll case full of notes from your inspirations and prayers, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Guidance
Ever since you first received your calling, youíve been been able to call upon guidance when you have need. Often this takes the form of a soft voice in your mind, the opposite gender of your own, but sometimes it is less concrete, taking the form of hunches, instinct, or rarely blind luck. Whenever you feel in need, you can ask for guidance from the source of your call, in the form of one or two short questions. However, the guidance you receive will lead you in a direction that serves the needs of the source of your call and their goals, not necessarily your own needs and goals.

Spoiler: Society Artificer
Society Artificer

You are an operative member of the Society (Need Secret Society name), inducted by another in the secretive lore of artifice. While personally familiar with only the other local members and your teacher, you know all the signs and words of membership. Your brothers are out there, but not everyone is friendly to the Society and its members.

Skill Proficiencies: Arcana, Sleight of Hand
Tool Proficiencies: Two types of artisanís tools
Equipment: Two sets of artisanís tools (same two as chosen for proficiencies), a Society emblem, a set of travelerís clothes, and a belt pouch containing 10 gp.

Feature: Artificer Membership
As an artificer of the Society, you have access to all of the Societyís knowledge and lore regarding artifice. Using your access to this lore, you are able to create magic items as if you possessed spell slots. In addition, you can replace any spells required by the itemís constructions with a combination of other ingredients, as decided by your DM.
You can also rely on certain benefits that general membership provides. Your fellow Society members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members, which can be a good place to meet potential patrons, allies, or hirelings. If you are accused of a crime, the Society will support you if a good case can be made for your innocence, the crime is justifiable, or it doesnít violate the Societyís own rules of behaviour.

Spoiler: Weamac University Graduate
Weamac University Graduate

Youíve studied and graduated from Weamac University. A prestigious institution, itís location outside the boundaries of the major nations makes it a popular destination for the scions of noble families. While it offers a comprehensive education, its curriculum focuses on the arcane and esoteric. It also offers an opportunity for to make new connections and friendships.

Skill Proficiencies: Arcana, Persuasion
Tool Proficiencies: Alchemistís supplies
Languages: Draconic
Equipment: Alchemistís supplies, a scroll case engraved with the Universityís seal, a letter of completion regarding your studies, a textbook from your favorite class, a set of fine clothes, and a belt pouch containing 15 gp

Feature: Researcher
When attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
In addition, as an alum of the university, you have access to their facilities at any time, free of charge. This includes arcane laboratories, library, lodging, meeting rooms, and any special events that the university hosts