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Picking herbs from a backyard garden, a hot house, or a forest outside of town the herbalist collects natural items that aid and harm. An herbalist can heal, poison, invigorate. They know the powers of plants and fungi to change how humanoids and beasts experience the world.

https://fullmoonstorytelling.files.wordpress.com/2021/09/pexels-photo-4355630.jpeg*Photo by murat esibatir on Pexels.com*Herbalist

You are a naturalist. You use the art and science of foods and other natural goods to change the way people experience the world. Maybe your favorite tisane helps awaken the weary, or heal the hurt, or cure a disease, or puts people to sleep. A poultice could stop blood flow, or cool the overheating.

There’s power in the natural world and your various recipes. Clerics count on gods. Druids channel the magic of nature. An herbalist knows that life interacts with itself in interesting ways. There’s a magic to that, it’s just not ‘magic.’

Skill Proficiencies: Nature, Survival
Tool Proficiencies: Herbalist Kit
Languages: Druidic
Equipment: Sickle, 2 candles, Scroll case with 5 pieces parchment or a notebook, common clothes, component pouch, herbalism kit, 2 vials (1 w/ either antitoxin or healing potion)

Feature: A Dash of This; a Dollop of That

Using a short rest, you can always find the various fungus, plants, and whatnot needed to make antitoxin, healing potions, poison, or coffee-like substances. Your recipes manifest as salves, poultices, potions, pills, or any other way to deliver the ingredients. Any of your recipes take just a Bonus Action to use as they are more potent than typical.

The personality traits, ideals, bonds of flaws of the Acolyte, Folk Hero, Hermit, Outlander, and Sage all make sense to borrow from during the playtest of this Background. When published all Backgrounds will have unique character traits.

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Follow her on Facebook or Instagram to see featured homes in the area as well as to get advice on the real estate market around Puget Sound and southeast Washington.
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Herbalist Design Goals

Again, this design exists because the Guild Artisan puts most Backgrounds that are related to Tools into a Guild. That’s fine for some stories, but it ignores so many others.

A rural or farm community Herbalist is common in the lore upon which D&D is based. These can become Druids, Rangers, Clerics, Sorcerers, Wizards, and Warlocks most commonly. There’s also a fit with certain Barbarians, Monks, and Paladins. Frankly, a Rogue (Assassin) and Paladin (Devotion, Ancients), and even a Fighter (Eldritch Knight). Because frankly every background should have a story with every core class.

There was also a desire to have access to Druidic, my least favorite D&D language, at a Background level. A couple Backgrounds grant access to Thieves Cant, and it makes sense to have at least one grant Druidic. Shortly, there will be a post about a new take on Druidic that expands it to cover at least one more class and a couple more Backgrounds soon.

Nynaeve al’Meara from the Wheel of Time is a foundational character for this Background.


Custom Backgrounds for 5th edition Dungeons & Dragons

https://fullmoonstorytelling.com/2021/10/27/add-the-herbalist-background-to-your-5th-edition-dd-games/

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The clattering of tin as they come over the hill; a belly laugh as the tinker learns of some gossip from mother; the circle of enraptured youth as a tale that is at most half-true is told; the fussing over a minor repair for a family that has no goods to offer in service.

In fantasy the Tinker is a trope that captures a travelling fixer who knows news, rumor, and myth. Their wealth rides a donkey or canoe with them and every community on their circuit is home and an unknowable set of peoples. Now, you too can play a Tinker.

https://fullmoonstorytelling.files.wordpress.com/2021/08/pexels-photo-764350.jpeg*Photo by Isa Sebastiu00e3o on Pexels.com*Tinker

Maybe you grew up in a family of smiths, or were raised by bards, or maybe you were kind of good at a lot of arts, but not really good at one in particular. Whatever your past you decided to leave the ‘civilized’ world and help those families on the frontier. When things break you fix them.

When communities break you share that information with others who need to hear it. You carry as much information as you do tin. Your donkey is your only friend on the trails throughout the wilds. Everyone you meet trusts you, even the bandits, brigands and raiders. They need your services too.

Skill Proficiencies: Performance, Insight
Tool Proficiencies: Tinker’s Tools, Vehicle (Land or Water)
Languages: None
Equipment: Donkey/Mule/Pony (if water vehicles chosen a canoe, rowboat or skiff is appropriate), Tinker’s Kit, 1 Pound Each Tin, Copper, Iron, Pack Saddle, 3 Pots, Traveler’s Clothes, Pouch with 5 Gold

Feature: I Can Fix It

Facing a mundane device that is broken you are able to fix it, even if you don’t have the proper supplies and parts. This repair may only last a few minutes or a few hours, though it is enough for the device to last through it’s next use. You may wind up using a copper coin, or a bit of string, or a knife during this repair. This feature can be used to fix ammunition, traps, broken wheels, or other adventuring equipment. The repair is not permanent.

Tinker Design Goals

Throughout the literature that inspires Dungeons & Dragons are tales of itinerant workers who travel the barely civilized wildernesses drifting between villages. Primarily they are fixers, using bits of tin, copper, iron, leather, etc to repair farming tools or kitchen utensils in the homesteads too far from smithys.

The fiction also has these tinkers as storytellers. They aren’t bards, as their magic is just the magic of carrying tales of other households, villages, and empires to people who long for information, but don’t want to live in places where information is common. The Tinker tells their tales around a fire or a meal, informing the group through storytelling. At their next stop they will share what they’ve learned. Every encounter is a bit of knowledge to share in an attempt to connect the frontier lands despite weather and monsters that keep those connections broken.

For these reasons the Tinker has Performance and Insight. Consideration was made for History. That would seem to indicate an intellectual rather than a tale-teller. Insight made sense because of the way the literature has the Tinker connect to the families year after year.

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Homes by KC is a Keller-Williams Realtor with a background in interior design, marketing, and project management.

Follow her on Facebook or Instagram to see featured homes in the area as well as to get advice on the real estate market around Puget Sound and southeast Washington.
You can support Full Moon Storytelling by choosing Homes by KC for your next real estate transaction.


Custom Backgrounds for 5th edition Dungeons & Dragons

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In a city you might be part of a guild, where in rural communities you could be the only midwife for miles. You are there to aid during pregnancy and birth. Your role goes beyond just those times, as you are also the confidant within the region. Your charges trust you, confide in you, and know that you will support them in their time of need.

You are capable of calming emotions during impassioned times, trained in techniques of general healing, when you are present life is honored and saved. Whether itinerant or attached to a guild, your role within the community is respected. Those who don’t need your services still hold you in esteem, if from a distance.

https://flic.kr/p/2dvHdBT

Midwife

Skill Proficiencies: Insight
Tool Proficiencies: Herbalism Kit
Languages: None
Cantrip: Spare the Dying
Equipment: Druidic focus or religious symbol, healer’s kit, traveler’s clothes, flask, jug, steel mirror, soap, 5 gp

Feature: Welcome to our home

Folk that care for families will always welcome a midwife into their house. They will not fight for the midwife, but will help them hide, provide some food or provisions for the midwife and their friends if able, and share the gossip that caregivers invariably know about a community.

Characteristics: For now, use those from the Folk Hero or pick & choose your favorites. Whenever my background project sees full publication there will be unique characteristics for each of them

Full Moon Storytelling is presented by Homes by KC

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Homes by KC is a Keller-Williams Realtor with a background in interior design, marketing, and project management.

Follow her on Facebook or Instagram to see featured homes in the area as well as to get advice on the real estate market around Puget Sound and southeast Washington.
You can support Full Moon Storytelling by choosing Homes by KC for your next real estate transaction.

Midwife Design Goals

First and foremost, this design is to honor my late mother-in-law. She was a maternity nurse, and through her I met many other nurses. Secondly, the background leans into Call the Midwife, which my wife watches regularly. There is a bit of inspiration from Nynaeve al’Meara (Wheel of Time) and her time as Wisdom of Emond’s Field when she cared for the community as a healer and confidant for the women of the community. As there is no healer among official D&D products, the Midwife attempts to fill some of that niche (as will the Barber, the Apothecary, and the Healer).

Like the Remarkable Drudge, the Midwife grants a cantrip at the cost of a skill and a tool/language.


Custom Backgrounds for 5th edition Dungeons & Dragons

https://fullmoonstorytelling.com/2021/06/13/call-the-midwife-a-5th-edition-dd-background/

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Within the literature that inspires Dungeons & Dragons we see many tales of those born to magic. Some of these peoples are untrained, their magic barely controlled. In 5th edition D&D these are represented by Wild Magic Sorcerers. Not all fit the narrative around Sorcerers, because they are more than just an in-born mage. They have hints of spellcasting, but because it is born rather than learned control is not there.

Yes, multiclassing can solve this. So can a Feat.

The desire with Born to be Wild is to capture the feeling of those who have a tiny bit of innate magic in their bodies, but no control. Their magic sparks bizarre occurrences that range from helpful to destructive. Maybe they get trained someday. Maybe they are a warrior who can heal an ally, or a thief that can blast with missiles of power. Whoever they are, they struggle with innate powers and the impact of casting.

https://fullmoonstorytelling.files.wordpress.com/2021/06/burning-hands.jpgPhoto by Max AquinoBorn to be Wild

  • Choose a cantrip from the following list: Prestidigitation, Thaumaturgy, Druidcraft. [This represents that you have innate minor powers]
  • Choose any 1st level spell. You may now cast this spell once per short rest, but when you do you roll on the Wild Magic Surge table of the Wild Magic Sorcerer. This spell may be added to your spell list, but whenever cast does cause a surge. [There is a temptation to have the player roll on the table twice and let them choose the better effect.]
  • Your spellcasting ability for these spells is Constitution. [This is to represent that the magic courses through your body.]

Design notes

The intent here is to be similar in power to Magic Initiate, but to embrace the chaos of the Wild Magic Sorcerer. Dropping one cantrip and upping the usage of the spell is similar to the Artificer Initiate. Adding Metamagic would give the holder of the Feat control, which is in opposition to the intent.

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On a family vineyard with vines as thick as hippogriff legs you work the grapes. The slow, tedious springs and summers on the hard scrabble rocks are exhausting, the harvest a frenzy of activity. Then the fun starts, as does the waiting.

The vintner enjoys all of this time, but the apex of their art is the finished bottle, and sharing it with others. They carry stories in their bottles. Stories of grapes, of skies full of wyvern, of the journey past the bandit camps, of that one time the mage saved their vines, and that other time when the druid thought they were helping.

Every bottle has a story as does every person who sips it. The vintner is not just an expert at crafting wines. They are a marketing specialist and a storyteller. Each barrel, every cork, each wineskin, every jug – another tale to tell is discovered. The vintner may not have intended to travel the lands on quests, but they know whenever they return to their villa and vineyard they’ll have new discoveries to share.

The following rules are a pre-publication example of a Vintner – a background for the current edition of Dungeons & Dragons.

https://fullmoonstorytelling.com/wp-content/uploads/2021/05/img_20210522_142847-e1621986751238.jpgVintner

Skill Proficiencies: Nature and one of Deception or Persuasion
Tool Proficiencies: Farming Tools, Winemaking Tools
Languages: None
Equipment: Farming Tools, common clothes, 1 pound of cheese, 3 wine skins, 3 small cups or glasses, 10 gp

https://fullmoonstorytelling.com/wp-content/uploads/2021/05/img_20210522_152504.jpg#### Feature: Wine Lets Secrets Out

The vintner has a knack for storytelling and conversation. Through pouring a tasting and chatting they are able to learn a tale from the person’s past. Sometimes these are of an adventure, or a foible, or a mystery that needs to be solved, and at the rarest times these tales are things that were supposed to always remain hidden.

Characteristics: For now, use those from the Guild Artisan or pick & choose your favorites. Whenever my background project sees full publication there will be unique characteristics for all of them.

https://fullmoonstorytelling.com/wp-content/uploads/2021/06/fall-vineyard-corstoph-bort.jpgBy JolbertThis map popped into my Facebook feed the day I published the Vintner. It’s included because it is perfect, and actually reminds me of Balboa.

Vintner Design Goals

To more capture the feel of the pseudo-Mid Ages/Renaissance period the Vintner is the grower, the maker, the taster, the seller. Plus, that type of specificity gets anti-5e pretty quick. While the Guild Artisan can capture this background, it forces the artisan into a guild. Many adventurers pride themselves in their independence. The Vintner had to be a solo gig.

The choice of Deception or Persuasion is out of a desire to represent the different angles in marketing that can occur within the flavor business.

When it came to tools versus languages there was a part of me that wanted a language rather than second tool, but that was hampered by two things. First, I generally frown on how D&D handles languages. Second, if I’m bundling growing in and have developed Farmers Tools, let’s use the Farmers Tools.

The feature, which uses a Chinese proverb rather than the Latin In Vino Veritas, is an attempt to capture the flow of story and words as friends and even enemies commune over a bottle(s). As a DM having a player with this feature helps grant so many clues in new ways.

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Homes by KC is a Keller-Williams Realtor with a background in interior design, marketing, and project management.

Follow her on Facebook or Instagram to see featured homes in the area as well as to get advice on the real estate market around Puget Sound and southeast Washington.
You can support Full Moon Storytelling by choosing Homes by KC for your next real estate transaction.


Custom Backgrounds for 5th edition Dungeons & Dragons

https://fullmoonstorytelling.com/2021/05/26/vintner-background-dungeons-dragons-5e/

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Some heroes work the earth, till the fields, care for orchards, manage vineyards. The adventuring life was not part of their blood. There is no heroic act of rebellion or violence in their past, like the Folk Hero. They show their potential and heart every day. Some rise early, work late, and rest hard. Others understand nature, harnessing those forces to do as little as possible until harvest comes.

All are connected to the land. Whether serf or free, whether rural or within the city, the farmer raises crops not just for their own family, but to supply a larger group. They are the blood of a civilization – vital.

Some farmers do not get to remain in the pastoral life. They can be conscripted into battles, inspired by a local bard, maybe their debts force them to work with a local gang, Whatever took your farmer away from their homestead to the adventure they are on now that homestead, connection to earth, and family is a part of them forever.

The following rules a pre-publication example of a Farmer – a background for the current edition of Dungeons & Dragons.

https://fullmoonstorytelling.files.wordpress.com/2021/05/pexels-photo-2131663.jpegPhoto by Quang Nguyen Vinh on Pexels.comFarmer

Skill Proficiencies: Athletics, Nature
Tool Proficiencies: Farming Tools, Vehicles (Land or Water)
Languages: None
Equipment: Farming Tools, common clothes, beast of burden (donkey, mule, dog, etc) or cart, basket, 2 days rations, wine skin, 2 gp

Feature: Horn of Plenty

Through your knowledge of foods, their qualities and usefulness, combined with an uncanny knack for preparation you are able to stretch food supplies. A meal that would normally serve one serves two. They are both content and satisfied. A harvest in which you participate is also more effective – your senses help find a few more plants that are ready, branches that are missed, or mistakenly dropped produce. Those harvests produce more food, resulting in an increase in gold or barter value of 50%.

Characteristics: For now, use those from the Folk Hero or pick & choose your favorites. Whenever my background project sees full publication there will be unique characteristics for all of them.

Alternate: Beekeeper

https://fullmoonstorytelling.files.wordpress.com/2021/05/pexels-photo-3577458.jpegPhoto by FRANK MERIu00d1O on Pexels.comDrop Athletics for Sleight of Hand. This is to represent the deft hands of someone who does their best to avoid being stung too frequently. Their loads also tend to be lighter compared to farmers who carry bushels of apples, shovel manure, dig irrigation, etc.

Alternate Feature: Sweets

You always have some honey – tiny jars, little wax sticks, hard candies, the format is up to you – to give away. Generally those who are gifted your sweets welcome the gift and have a positive impression of you and your group. These gifts can act as a salve to harsh spirits or a reward for previous help. They can also be traded for other uncommon goods that you may be in need of.


Originally included as an option for the Remarkable Drudge, Farmer’s Tools are a must have for any farmer.

Farmer’s Tools

Cost: 5 gp | Weight: 7 lbs

Proficiency with farmer’s tools means that you are familiar with the operations of a farm, orchard, vineyard, or other cropland. You are knowledgeable in the typical crops within an area, to include when to plant and harvest them. You also know their market value in most lands.


Custom Backgrounds for 5th edition Dungeons & Dragons

https://fullmoonstorytelling.com/2021/05/19/farmer-5e-dd-background/

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This archetype has been banging around my head for some time. The ability of words to inspire rebellion, to move nations, and to inspire people to be better is quite clear. Dungeons & Dragons kind of wraps this into the College of Whispers Bard, but that’s quite supernatural. The Rogue: Propagandist is mundane, based in historic examples such as Thomas Paine and Benjamin Franklin, as well as in certain versions of Assassin’s Creed.

The design intent is to empower more play in urban and/or political campaigns. This attempt, which is essentially version 1.5, uses new mechanic for the rogue, one that demonstrates that people who publicly advocate for rebellion are often known, but still effective. The Propagandist most powerful abilities are powered by their Sneak Attack dice. This seemed to fit better than making them weak Bards in an Arcane Trickster variant like the Society of Veil and Shadows.

Most of the lore description is removed from this pre-publication draft in order to focus on the mechanics, which are complex and new. The Swarm of Commoners and the Printing Press tool are just shells of what they will be in the future as well.

Rogue: Propagandist

Rebel and Pamphleteer

You rose from the underbelly of empire to demand a better life for all. Your pamphlets and speeches can inspire hope, or fear. Whether from the soapbox or via playbill your proclamations turn the tides of rebellion or keep a government in power.

Propagandist Features

Level Ability
3rd Wordsmith, Rabble Rousing
9th Proclamations
13th Grand Voice
17th Master Essayist

Wordsmith

When you choose this archetype at 3rd level you gain proficiency with the Printing Press and a skill from the following list — History, Investigation, Insight, Deception, Persuasion, and/or Performance.

In addition you learn one language of your choice.

At 6th level you may choose the Printing Press for your expertise option.

Rabble Rousing

Your words inspire rebellion. You are able to summon a Swarm of Commoners. These commoners are allied with your cause, but are not willing to die for it. You spend an active Sneak Attack die for each use of this ability per short rest. The number of dice used determine how many Swarms you summon. Rabble Rousing takes a minimum 10 minutes to activate via speech, pamphlet, or other communication. The Swarm is summoned at a time and location where some commoners could be expected. The Swarm of Commoners has advantage on saves versus fear and are considered under the effects of the Charmed condition.

Proclamations

To issue a Proclamation you spend at least ten minutes creating a pamphlet, playbill, speech, cartoon, etc. These Proclamations grant bonuses to those who experience their call. Those bonuses are equal to the number of Sneak Attack dice spent at the time of proclamation (Proclamation Bonus). The Proclamations’ influence extends to a number of subjects determined by the proficiency bonus + ability score modifier in the skill or tool used to deliver the proclamation. The proclamation can be delivered via speech (Persuasion, Deception, Performance), pamphlet (Printing Press), or cartoon (Calligrapher’s Tools, Painter’s Tools). A tool would use Intelligence (i.e. a 9th level Propagandist with an INT of 14 issuing a Proclamation of Safe Haven via a pamphlet would grant 6 readers the benefits of Safe Haven).

Proclamations that require a save do so against a DC determined by 8 + Proficiency and Intelligence Bonus.

List of Proclamations

  • Unrest – A number of Swarm of Commoners determined by the spent Sneak Attack dice gain a Proclamation Bonus of temporary HPs and gain the same bonus to damage rolls. These Swarms will attack on the Propagandist’s initiative roll minus 10. The Proclamation inspires a rebellion.
  • Rally – Subjects regain hit points in the number of the spent Sneak Attack dice plus a Proclamation Bonus (ie. 2d6+6) as these Proclamations rebuild the morale of wounded forces.
  • Urgency – Subjects gain a Proclamation Bonus to their next initiative roll. Subjects are eager to join the fight.
  • Power – Subjects gain a Proclamation Bonus to their damage rolls during their next combat. Those attentive to the Proclamation recognize that they are powerful.
  • Warning – Subjects fall under the Frightened condition if they fail a Wisdom Save versus your Proclamation DC. They are wary of the forces working against them, afraid of any Swarm of Commoners and/or the Propagandist. They are overcome with this fear for one hour.
  • Safe Haven – Subjects are able to gain the benefits of a short rest via the calming words of the Proclamation.

Grand Voice

Beginning at 13th level your words can invigorate your allies. You can use a Reaction to have an ally reroll a failed Intelligence, Wisdom, or Charisma saving throw. You have a proficiency bonus number of uses of this ability per long rest.

At 17th level you may also remove one level of Exhaustion via your Grand Voice, as long as the level of Exhaustion is not level 5 or 6. You may only remove one level of Exhaustion per ally in this manner.

Master Essayist

The strength of your words lasts. At 17th level any of your Proclamations (except Safe Haven) issued using a Printing Press grant their benefits/disadvantages until the target takes a short rest.


Swarm of Commoners

Huge, Neutral

  • Armor Class 10
  • Hit Points 48 (12d8)
  • Speed 20
STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)
  • Saving Throws
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities
  • Senses Passive Perception 10
  • Languages Common (or 1 language of a peoples)
  • Challenge Rating

Swarm. The swarm can occupy another creature’s space and vice versa. The swarm can move through any opening large enough for a Medium commoner. The swarm can’t regain hit points or gain temporary hit points except via Proclamations.

Actions

Club. Melee weapon attack: +4 to hit, Reach 5 ft., one target. Hit: 6 (3d4) bludgeoning damage. This attack assumes multiple commoners are attacking as one.

The Swarm of Commoners can be adjusted if made up of a single humanoid race. Usually their weapons are clubs, but in some cases they may all use a specific simple weapon.

Any ally of the Propagandist, or the Propagandist themselves, that attacks from within the Swarm of Commoners has advantage on their attacks. They may also use the Swarm for half-cover, attempt a Stealth/Deception check as a bonus action. Upon a success the individual within the Swarm of Commoners is considered invisible.


Printing Press (tool)

These are the necessary tools to create pamphlets, books, and playbills. The press itself is too large for adventuring, but you would still have ink, a sheaf of paper, scissors, a few letter blocks and one or two signet blocks.


Thoughts?

https://fullmoonstorytelling.com/2021/04/30/rogue-propagandist-a-literary-revolutionary/

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From the Greatest Showman, to Newsies, to the nameless town criers belting out “Hear ye, Hear ye” the fiction that inspires our gaming has included symbols of governments, news guilds, carnivals, circuses, and religious orders in the streets are regularly part of the scenery. Some of these people would be dragged into heroic adventures.

Amadin the Barker is one of these. Originally a barker for a travelling carnival, this fey hobgoblin fits within the normal world because of the cover of the carnival. Their exotic lineage belongs among the strongmen who aren’t strong, the acrobatic performers, the owlbear trainers, and the oracles without magic.

Created through a series of polls and prompts on Twitter, Amadin the Barker is discovered to be a Blessed Warrior Paladin of Redemption. They are generally peaceful, able to help their circus make money, prevent serious loss of live, and work to redeem themselves.

Peace. Innocence. Patience. Wisdom.

They swear upon these values. Sure, they are a warrior when needed. Those needs are rare. Amadin’s greatest tool is their booming voice and their desire to help the peoples who took them in when they were a stranger.

https://fullmoonstorytelling.files.wordpress.com/2021/04/2857495971_b798f42822_o-e1619239841873.jpg*laaaadeees and geenntleemeeen, step right up and see the most amazing art show in the world by Robert Couse-Baker (CC BY 2.0)*Amadin the Barker

Constitution +3 Fey Hobgoblin, Paladin of Redemption (3)
Strength -1 Carnival Barker
Fine Clothes, rarely a Chain Shirt Ghesh Province
Staff Sincere, Confident
Comfortable, penny pincher Ashamed, Judgmental

This uses the Index Card version of NPCs for Social and Exploration EncountersIf you want the full PC version of this community character Amadin is over at DnDBeyond, as are all of the community characters built via polls and interactions on my twitter account.

Amadin is an example of a carnival barker, town crier, or herald. This new Background is part of my ever-percolating project Before We Were Heroes. Unlike the Remarkable Drudge, there is no cantrip or new tool for the Crier.

Crier/Herald/Barker

Skill Proficiencies: History, Persuasion
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A noisy instrument (bell, gong, horn, drum), fine clothes (a Barker should have a costume), common clothes, scroll case, 3 sheets of parchment, quill, jar of ink, 15 gp

Feature: You Will Hear Me

When in a crowd, or during a heated discussion, your words always break through the background noise. When you shout out, or clap, or ring the bell, etc., the attention of the multitudes shifts to the Crier/Herald/Barker who can make an appeal to them. Your pronouncements carry the weight and heft of your organization.

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Follow her on Facebook or Instagram to see featured homes in the area as well as to get advice on the real estate market around Puget Sound and southeast Washington.
You can support Full Moon Storytelling by choosing Homes by KC for your next real estate transaction.

Barker Design choices

Skills: Persuasion was obvious. That’s where this background had to start. Their whole role in society is to convince people to do things. The other choice came down to Insight or History. Insight made sense because reading a crowd may be necessary, but History fits the idea that the symbol of an area’s governance or a news guild or a traveler would have this level of knowledge. If a campaign is using Culture rather than Language, drop History for Insight.

Tools: One of the spaces I’m exploring is giving various Backgrounds tools that they possess that they aren’t necessarily proficient in – in this case a musical instrument. The Crier may use a gong to gain attention. They don’t need to know how to perform a musical piece.

Languages: With two more slots and the modern cosmopolitan nature of default D&D granting two languages makes sense.

Equipment: The non-proficient instrument is a little note that some Criers need an assist before they gain attention of the masses. Most backgrounds do not include two sets of clothes. In the case of the Crier/Herald they should have fine clothes for official duties and look common when not. For a Barker replace the fine clothing with a costume, if you’d like.

Feature: First off, yes, I modified the Sounder at Heart motto for this one. You Will Hear Me captures the feel of a person standing in the crowd and demanding attention. A character could use this as a distraction, or a rallying cry, or maybe as a way to start a charity drive. As always, the feature fits into social and exploration moments more so than combat.

For personality attributes use Folk Hero, Scholar, Noble, or others that fit. The finished product, whenever it is done will include unique characteristics for all 40 or so Backgrounds.

Custom Backgrounds for 5th edition Dungeons & Dragons

https://fullmoonstorytelling.com/2021/04/24/meet-amadin-the-barker-including-a-new-5e-dd-background/

#backgrounds #Barker #character #CharacterBuilds #characterDescription #Crier #DnD #DungeonsAndDragons #Herald

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Opening up an NPC creation series with a character I should have made ages ago – one with glasses. If you don’t know me, I’m basically finger-blind. Without glasses or contacts I am unable to count how many fingers you would be holding up if you are more than a couple feet away from me. And yet, I never have played a character or NPC with glasses. I actively avoided it.

After reading Deven Rue’s recent post about embracing characters with vision impairment or blindness I decided that needed to change.

Heading over to DM Heroes, I hit the random button until it turned up a character with glasses. Then, it was about creating a character with an interesting background who was not a quest giver. Because as Rue says, “Make us non-quest related. Just people in your world. Living. Existing.”

Meet Orne Willowrush

https://fullmoonstorytelling.files.wordpress.com/2021/04/ornewillowrush.pngCreated using DM Heroes one of my favorite NPC art tools

First up is a Simple Index Card Version of an NPC. These are designed so with just a few words you can know who an NPC is from a basic description of appearance, to some basic motivations. In Willowrush’s case he’s a former soldier who once fought for the realm, but now works as a cooper. In my deep belief that everyone in your D&D world should have a hobby he is a fisher. He is not skilled in fishing though. He just enjoys doing the calmness of fishing with his friends. He can get dreamy about his past, but also doesn’t like to talk about it. Orne recently lost his beaver – Tryn. He’s just newly bonded with an otter – Orla.

Orne’s best friend is a librarian named Incirion Vadu, a goblin. You can often find them at the river together, ignoring work. Incirion knows Mending, and will often have an extra pair of glasses for Orne.

Orne Willowrush

Dexterity, Strength +1 Stout Halfling, Conscript Fighter (3)
Constitution, Charisma -1 Cooper
Padded Armor, Common Clothes, Glasses, Otter Winestar, Lemplet Place
Staff, adze Wants to relive past glories
Modest lifestyle, and will buy you a glass of wine Daydreamer, Reticent, Recently lost his beaver companion

https://fullmoonstorytelling.files.wordpress.com/2021/04/pexels-photo-6468061.jpegP*hoto by David Frazer on Pexels.com*If you want him built as a fully playable character I’ve added him to my DnDBeyond Community Characters campaign. Orne on Beyond is a Scout rather than a Conscript, so as to not introduce new rules.

Winestar, Lemplet Place

https://fullmoonstorytelling.files.wordpress.com/2021/04/lemplet_place__4300.png*Built using the Medieval Fantasy City Generator*Winestar is a neighborhood built along the rolling ridge of the Lemplet River. It’s a mix of farmsteads with a few crafts to support their needs. Most of the good produced enter the walled part of the city via barge or float. The Spring, across the river, is up on a cliffside, and is generally more wealthy than Winestar, especially those parts that are next to the castle walls. Within Winestar you will, of course, find many small vintners, with most of the homes at least having a passing hobby of wine creation. In general, Winestar produces luxury goods whereas Northroad is sustenance farming.

Lemplet Place is a city of about 4,300 people.

  1. Blackbridge – known for the eponymous bridge, the downtown of Lemplet Place
  2. Tidewater Place – the slums, used to flood with high tide
  3. Castle Lemplet – originally built as a exterior castle, the city has grown around it
  4. Trollrock – the northern block surrounds a huge rock hill with a cave inside, no trolls though
  5. Northroad – sustenance farming
  6. Winestar – grapevines, orchards
  7. The Spring – for the wealthy that moved out of the city

How will you use Orne Willowrush in your campaign?

https://fullmoonstorytelling.com/2021/04/08/orne-willowrush-an-npc-for-your-adventuring-needs/

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Languages in most Dungeons & Dragons settings is rather rudimentary. There’s the pidgin-trade tongue of Common (and sometimes Undercommon. From there, the typical known languages are based on races and the planes.

A character might know Common, Elvish, and Primordial for example.

This is bland, unnecessary, and lacks verisimilitude. Get rid of languages. They rarely come up at the table. For most tables, languages are simply “You can communicate” or “You must use gestures.” Few encounters are successes and failures based on the 3-7 languages a character knows.

Instead replace them with Culture: NAME.

This would also replace Intelligence (History). This small tweak aids deeper connections between certain character classes and backgrounds with the world in which they are played.

What do you gain from adding Culture?

Especially in games with heavier social and exploration pillars you have a better idea of what your character knows. Rather than have a wood elf raised as an urchin on the streets of Waterdeep be capable of talking to every single elf in the world, as if language is hard-coded in the soul, it is instead a learned thing.

Said wood elf would instead know Common and the Culture of the Sword Coast, able to communicate with the peoples in and around Waterdeep, as well as knowing the traditions of the various peoples, their symbols, their stories.

The characters are deeper, with more connections to the world in which they play. A Fighter-Sage would be intimately familiar with many nations and cultures, rather than just a few and whatever the DM determines is known through a d20. A character that has studied the Dalelands would know the holidays, conflicts, and ways to communicate that are common in the the Moon Sea and the Inner Sea.

At its simplest with Culture, you know more.

What do you lose by removing Languages and History?

Not much.

The characters will still be able to communicate as always. There may be a perceived penalty for a few backgrounds, but there is a fix for that.

There is additional bookkeeping. You will have to use a custom field on DnDBeyond.com, for example.

How does adding Culture work when building a Player Character?

While building your character in the standard order (Race, Class, Background) take note of every language learned. Each of these are replaced with adding a single culture.

When you would take History you would now have the option to take another proficiency or take a culture.

Additionally, I would encourage most tables to use a PC’s Intelligence modifier to add (or subtract) from known cultures. This is mostly because Intelligence is undervalued within the game.

Example: A High Elf, Fighter, Sage would begin knowing as many as 8 cultures known. This would represent their studious familiarity with many peoples.

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How do you use Culture?

Use Culture like you would use History, but apply it like a tool. Most often it would connect with Intelligence, but there are times when your proficiency in a culture would apply to a check based off of Wisdom (if a character isn’t proficient in Insight their awareness of the opponent’s culture might help them) or Charisma would apply.

Knowing a culture of a peoples with which you are interacting is particularly helpful in social encounters. A character familiar with a particular empire should be able to take advantage of that knowledge at the table!

Are you familiar with the Dalelands? Then you would recognize their heraldry, for example. Hidden societies, or subsets of a culture may require a check (DC: 15) to see if you have studied or are aware of that aspect.

Practical Examples of Cultures in D&D

Within the World of the Everflow, a rather narrow setting, the following cultures would be available;

  • Western Wildes
    • Ancient Sheljar
    • Ancient Gallinor
  • Kirtin
  • Daoud
  • Crinth Confederacy
  • Azsel
  • Mehmd
  • Gobkon Union
  • Dragonken
  • Church of Quar (yes, this is cross-national group with influence throughout the continent of Kin)
    • There are other faiths and cults that may be appropriate
  • The Scholars and Proctors of Grace

In a more explored and developed setting such as the Forgotten Realms I would recommend using the super-national regions such as, but not limited to the Sword Coast or the Dalelands or Chult. If you are a member of a Faction, assume that you know their Culture too. The list of political groups, religions, factions, and other strong cultural groups within the Forgotten Realms would fill an entire wiki.

If you are playing in Eberron: Rising from the Last War the various nations of Khorvaire would all be appropriate Cultures as would most of the religions.

Tables that use other setting would have to assess that setting. Do not make the cultures too narrow, nor too broad (then you just have the language problem, but different).

https://fullmoonstorytelling.com/2021/01/03/adding-culture-to-your-game-a-new-tool/

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There are two important things in a goblin’s lyfe. I’m talking about all of us, the gobkon, the hobkon, the mulkon — all of us — our relationship to the Queen and our Guild. This is hard for you humans, with all your divergent nations and cities and faiths and disgusting menagerie animals to understand.

GoblinBy creanita design und ausführung by nina saner (CC BY-SA 2.0)

I’m a printer, part of the Ratxet Guild. My engines run on the power of muls (best!) or whoever else I can hire. The clockwerks give that comforting noise as sheaf and stamp press against each other leaving words behind.

We’re into gears, mostly. But also some other interesting clockwerks. Frankly, we do better with springs than the Union does. Sure, they’ve the Queens’ Stamp – so we cannot sell to others. In our builds we don’t buy from the Union anymore.

My first engine was a climbing device. Lean it up against a feral tar-tree and you’ll be able to get to the top on a platform to work that tree with nary your own effort. It was a tough build, because I needed it to be strong enough for a hob. Without a brother there were no hobs to help me. Sis rode atop my shoulders during the entire testing phase.

At Test it showed a new mechanic for the tar-tree. A Baroness blessed the family via flag and decree. Mother’s standing improved, and the full family took on that glory.

Now, sister is part of the Airxip Syndicate. They’re relatively new. Taking our bike-props and bladders from the Sisterhood, and the Federation’s tar stacks, the Syndicate built those awesome airxips. I don’t understand her werk. There’s something about steampipes. She’s done well for mother. Her flags came from a Countess, one for her and one for mother. Blerxa left on the First Flight with me.

I’m Phatha Phioxa Baroness-flagged of the Guild. Sis is Blerxa Phioxa First-Countess Flagged and Many Unfurled of the Syndicate.

We are what we build and how much the Ladies, may they serve the Queen, reward us for our werks.

A few more daughters like us and mother could be a Lady. If Blerxa and I hadn’t left for the untamed lands of the Kin Blerx may have earned mother the knighting on her own.

Our werks are trapped from knowing since we are far from Queen, so I expect mother to have a few more gobkon. Maybe I’ll find out if I go back, not until after I figure out how to use the power of horses in my next werk. They smell, but they are even stronger than the muls!

https://fullmoonstorytelling.com/2020/12/17/queen-and-konstruct-a-goblins-lyfe/

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In wine, beer, coffee, etc there’s the concept of the perfect pairing. At its simplest, the concept is to find foods that complement that specific flavor notes of the beverage. More completely you can find ways to do this through similar and disparate notes – sometimes hitting opposites on the flavor wheel gives the taster an experience that highlights both the food and the beverage.

Pairing beverages with gaming in something I just do. When playing Awf I always have a beverage. Sometimes that beverage is inspired by his personality – drinking an earl grey lavender toddy out of a masonry mug to highlight his duel cultures of dwarf and bladesinger. Other times the beverage connects to the adventure that Droop’s Brigade is going – Skookum Caverns, a barrel aged strong ale, as we enter Wave Echo Cave.

Since we're in Wave Echo Cave my beer as I run Awf is Skookum Caverns, a barrel aged strong ale. pic.twitter.com/IqSluqshRf

— Dave Clark (@bedirthan) October 13, 2020

The use of flavor here helps inspire the story being told during that gaming session. The flavors evoke a mental space where Awf’s unique history of annoying elves enough that they taught him bladesong, despite his being a stubby dwarf, is brought to the forefront. Or, the dangers and darkness of a cave are brought to the front of mind through can art and the potency of a strong ale.

Flavor does wonderful things. Pairings aren’t just about maximizing the flavor experience. The connection between taste-smell and memory is powerful. People buy Kona coffee because it awakens memory, much more than due to its quality. A margarita on a cold winter day can put your headspace back to a nice beach vacation. Hot cocoa in front of a fire, even while home alone by yourself, will send you dreaming back to a Christmas visit to a small town.

As roleplayers, in Dungeons & Dragons or any other game, we can use the magic of flavor to help us. The foods and beverages of your game night are important. Make those small choices that aid gaming, just like you would a token, art, or cosplay.

Rather than confine yourself into using flavor as a way to connect your current character, you can also use flavor to inspire new characters.

Light and to the point, Shaabuz the Creative is an air genasi with a penchant for using whatever weapon is on hand, frankly why waste time figuring out the ideal blade for a situation?
They've seen some stuff. They'll see more. Shaabuz is aggressive.https://t.co/ySP7MH7xzb

— Dave Clark (@bedirthan) December 5, 2020

Gladdug Steelarm studied the histories of his peoples, learning how they lived. Strong, powerful – Steelarm wanders those hills, searching for more knowledge and stories from the past, accompanied by a deer he calls Buffalo.
He's a classic with nuancehttps://t.co/KzxNzQWKMc

— Dave Clark (@bedirthan) December 5, 2020

Dedicated and purposeful, Róingo Bérbúi is of the sea. They traverse the world searching for the perfect representation of mother water. They find sorrow in pain, finding tinctures to heal.
Róingo is devoted to the cleansing water's purpose & power.https://t.co/2lOJnlge32

— Dave Clark (@bedirthan) December 6, 2020

Everyone thinks of Nibs Fallohide as a child. The lightfoot halfling is willing to lean into that misconception. Nibs will then take their money when they are at ease. Fallohide's grew up on the streets, where sweets were rare. Now they're his reward.https://t.co/yRsGqYyJ6E

— Dave Clark (@bedirthan) December 5, 2020

There's always ice around Widnir. Some think it's because they are blessed by spirits. They are the memories that haunt Widnir from the Winter of Struggle.
With fist & fury they rescued family & friend. This goliath is loyal, always ready to help people.https://t.co/M2jRiTOpmc

— Dave Clark (@bedirthan) December 5, 2020

Each of those characters started with the simple prompt related to a beverage and the object out of which it is consumed. From there decisions were made not just regarding the race, class, and background, but also to inform the skills, attributes, spells, and weapons chosen.

Rum connected to sailors, pirates, merchants, or water genasi. Carbonation was an indication of something light, refreshing. Salt a connection to authority. The mistaken belief that halflings are just old children popped into the head with the root beer.

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What those various prompts did was start internet searches into the techniques used to create certain beverages, into their history, into their cultural significance. Chasing those touchpoints and activating them through D&D and by including others in the process, my character portfolio expanded. These are now new NPCs, or maybe even PCs, that would never exist.

Food and drink can inform your characters just as art, books, movies, shows, music and media can. Great cooks say that their meals tell stories. Adapt that into your PC and NPCs.

Empower flavor to empower the stories you tell.

https://fullmoonstorytelling.com/wp-content/uploads/2020/12/img_20191207_124510.jpgWhat type of character builds a replica longboat and uses it as a charcuterie table? How does that inform who they are?

https://fullmoonstorytelling.com/2020/12/08/turn-flavor-into-the-story-you-wish-to-tell/

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In general I’m fascinated with Tier 1 play. But there’s another trope that I enjoy — the old-timer who retreated from the life of adventure and war, but who for some reason gets called back into it. They’ve done their best to avoid violence. Instead violence seeks them out. The Fighter: Conscript (final name TBD) has seen things. Things no one else should see.

When they get the call to return to their former life they are no longer concerned with having the best weapon and the best armor. Their wits and experience taught them that any tool can be used for any job.

Design Goals

With this subclass the desire was to build a character who attempted to retire from their life of violence. They still know how to fight, they just stopped. Then, for whatever the cause, they re-entered the realm of warfare. Most often this transition occurs when they are on their farm, in their tavern, working their forge.

They use the weapons at hand and the armor of peasants, and yet fight like the mightiest warriors. The build should support the use of simple weapons and lesser armors with Strength being the primary stat.

Fighter: Conscript

You are a light fighter who once served as a conscript in a standing army or militia. While there you learned the horrors of war. You also learned how to survive. You fought with what was available. Then, the war ended.

Now, you attempt to forget your past. Your neighbors may look at you as a hero or a villain. That depends on your behavior and their opinion of the forces for which you fought. You go about your days, an expert smith, carpenter, vintner, or other artisan.

Recently you’ve felt the call. You are duty bound to pick up your sickle, spear, gambeson, and those well-worn boots again. Your people need help, and you are called to serve.

Tough as Nails

Starting at third level you may choose to use your Strength bonus to Armor Class rather than Dexterity when wearing any light armor or medium armor.

Plowshares into Swords

At third level you gain the following abilities as a reflection of your life after service.

  • You are proficient in improvised weapons.
  • When using simple or and improvised weapons you gain +1 to damage on a successful attack.
  • You gain proficiency in an Artisan’s Tool. If you are already proficient in an Artisan’s Tool you may instead choose to have expertise in that Tool.
  • When recovering spent ammunition you recover all of it, rather than half.

Wise Beyond Years

At seventh level you gain proficiency in Insight and Intimidation. If you already have one or both of these skills you may take any Wisdom skill instead.

Heart of the Lion

At tenth level you are noted for refusal to give up the fight. You have advantage on saving throws that would impose the following conditions: Charmed, Exhaustion, Frightened, or Stunned.

Rally from Defeat

At 15th level you inspire your teammates. When an ally within 30 feet fails a saving throw that causes damage you may use a reaction to grant them temporary hit points equal to your Fighter level + your Wisdom bonus and they may reroll the saving throw. They must accept the second result. Your ally must be able to hear you. This ability may be used proficiency bonus number of times per long rest.

Bones of Steel

At 18th level your Armor Class is adjusted by both your Strength and your Dexterity Bonus. This bonus is not subjected to a limit based on the armor. When you take damage you may use a reaction to spend a Hit Die to recover Hit Points as if you were taking a short rest.

https://fullmoonstorytelling.com/2020/12/02/fighter-conscript-version-1-3/

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Within Tasha’s Cauldron of Everything there is an optional rule that allows you to create a character that shifts their proficiencies around. No longer is every Dwarf a brewer, mason, or smith. No longer will every Elf know how to use a sword.

The ability to swap these out lets you tell new stories through new mechanics. But the change to the game mechanics are quite minor. Half the classes already allow the weapons that the Dwarf and Elf start with in the Player’s Handbook, in this case many optimizers will take Tools in order to expand their skills.

Yes, this expands the powers of certain combinations Race and Class. Frankly, ignore that tiny tic up in power.

This optional rule in Tasha’s grants you the ability to expand the story of your character.

https://fullmoonstorytelling.files.wordpress.com/2020/11/pexels-photo-5711899.jpegPhoto by Anna Shvets on Pexels.comSince your Dwarf didn’t grow up knowing masonry, but instead was a woodsman, what does Woodcarver’s Tools mean for them? Were they part of the crew that regularly left the caves of the fathers to harvest the massive trunks that became reinforcement for the great halls? Or were they just not raised among their people, instead taking their mother’s stone carving tools but applying those to the softer structure of wood to create art?

Your High Elf that did not learn the sword and bow, maybe instead they have Coffee Gear and Insight, because they founded a cafe where they interacted with wizards, nobles, and adventurers. You aren’t a warrior by nature, instead you are someone who understands the people who go out and see the world beyond the city.

https://fullmoonstorytelling.files.wordpress.com/2020/11/pexels-photo-1309778.jpegPhoto by Tom Swinnen on Pexels.comLike so much of Tasha’s Cauldron of Everything, the mechanics by this decision do not create power creep – they fashion story creep. There are 25 tools, plus Gaming Sets and Musical Instruments. Your character that has more of these than typical or usual has reasons for these.

As you generate new ways that your spells manifest (one of my favorite suggestions in Tasha’s) you should generate the reasons for your differing skill set from the classical presentations within your race. Whether it is all in your head, or a single line on your character sheet, a hint in the art you commission or draw, or an entire blog entry is up to you, the player.

But it should be there, because the 1000 thousands of stories that can be told in any game session originate in the mechanics, but the mechanics aren’t the point – the story is.

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https://fullmoonstorytelling.com/2020/11/21/what-tools-tell-you-about-your-dd-character/

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Oppressive governments are a staple of genre fiction. From Robin Hood to the Vlad Taltos series, from Thay to any place ruled by a Sorcerer-King in Athas – the tales of tyranny that must be overcome are common.

An uprising is nearly impossible against these powers though. They have access to magics and personnel that make hiding difficult. Identifying who is in rebellion within a society that has the fantastic equivalent of an NSA, CIA, KGB, etc at the surface level seems easy. Yet, in our modern world with facial recognition and AI-infused communication monitoring there are still those who rise up against injustice.

The following are how you make certain that a rebellion that starts like this

https://fullmoonstorytelling.files.wordpress.com/2020/11/pexels-photo-2514316.jpegPhoto by Rene Asmussen on Pexels.comdoesn’t end up like this?

https://fullmoonstorytelling.files.wordpress.com/2020/11/pexels-photo-208674.jpegPhoto by Pixabay on Pexels.comBaseline D&D

There are some tools to help the Dungeons & Dragons themed revolt within the standard rules.

Illusion Spells

Everything starts here, really. From something as simple as Disguise Self to the potent Seeming and Mislead the usages are obvious. They must still be stated and reviewed, lest we overlook the obvious.

Enchantment Spells

These go hand-in-hand with Illusion. Getting past the guard who recognizes you is key. Having a huge crowd be under Sympathy can turn the entire tide of the movement.

Rogues and Bards

These two classes are natural fits for revolution. A College of Whispers Bard can sneak into a castle or manor and learn the secrets of the realm. A College of Glamour will work the nobles The College of Lore will know the History of the peoples, helping define and refine the message of the group, as can Eloquence. The Colleges of Swords and Valor fight among a crowd quite well.

Every Rogue fits. Every. They’re probably the baseline for your rebellion. Assassins, Tricksters, Masterminds, Inquisitives, Thieves, Swashbucklers, Scouts – the list of rogues involved in uprising reads like a casting call for Hunger Games or Divergent.

All Classes Can Fit

  • Artificers can build the defenses needed.
  • Barbarians are those enraged by injustice.
  • Clerics are more than the needed healers, but the ministers pushing for the rights of their flock.
  • Fighters can be the thug guarding a raid, or the armored noble who joins the cause.
  • Monks need not be confined to the outsider from another land, but the brethren who know the ancient ways of the nation.
  • Paladins who take their oath to the betterment of the commoner over the ruling class join your uprising.
  • Sorcerers exist in uprising literature often as the targets of a realm that do not like those born to authority.
  • Warlocks may join their pact to gain powers to help their peoples.
  • Wizards are masters of the spells most important to helping the revolution.
  • Druids and Rangers probably take the most work to have them fit the story, but difficulties are not impossibilities.

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Filling in Gaps via Homebrew

There are gaps within the common D&D classes, and these won’t be filled by Tasha’s Cauldron of Everything. The literature and other fictions around resistance feature some tropes that are currently difficult to build in the base rules.

Each of the following subclasses is a work in progress. Some are more finished than others.

Society of Veil and Shadow: Rogue

The Society of Veil and Shadows are a group of rogues dedicated to obscuring and protecting their guild from spies — both arcane and mundane. While able to contribute to the uprising’s success via sneak attacks and other clandestine abilities their true power is their ability to cast a few spells, most of which help keep the rebellion secret.

Society of Veil and Shadow

Way of the Frayed Knot: Monk

The Way of the Frayed Knot is a Monk subclass that attempts to feature some Western fantasy tropes. The most common of these is Friar Tuck from Robin Hood, but there are other studious, religious types that fought alongside rogues and pirates.

Way of the Frayed Knot

The Way of Mercy in Tasha’s may be close enough that my own version gets retired.

Conscript: Fighter

An old-timer who retreated from the life of adventure and war, but who for some reason gets called back into it. They’ve done their best to avoid violence. Instead violence seeks them out. The Fighter: Conscript (final name TBD) has seen things. Things no one else should see.

When they get the call to return to their former life they are no longer concerned with having the best weapon and the best armor. Their wits and experience taught them that any tool can be used for any job.

Conscript

Propagandist: Rogue

You rose from the underbelly of empire to demand a better life for all. Your pamphlets and speeches can inspire hope, or fear. Whether from the soapbox or via pamphlet your proclamations turn the tides of rebellion.

Propagandist

Still to Come – Circle of Sewers: Druid

They come from the urchins and gangs, getting to know the vermin of civilization. Simultaneously they serve the people and the animals that run the streets of a city. Able to help feed and heal those in need, the Sewers Druid is equally at home within a gang of thieves as they are a swarm of rats.

How would you run a D&D campaign that focuses on rebelling against a power much mightier than the player-characters? What tools would you use to rise against The White Witch, or The Union, or the Burgue?

https://fullmoonstorytelling.com/2020/11/15/uprising-rebellion-magic-setting/

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Between the Monster Manual, Volo’s Guide to Monsters and various third party products NPCs that participate in combat are easy to find or tweak to your needs. But DnD is about more than combat. Social scenes and exploration scenes are not just important. They are a foundation of the game.

Whether it’s a simple quest giver in bar, a noble man’s guard you need to get information from or any other non-violent denizen of the world many NPC templates give you more game data than you need.

What I need when DMing a social encounter is a visual description, a modest amount of psychological info and a couple skills that might come up for dice rolling. I also want a few of these ready because my PCs are notorious for drifting off track. If I prep two characters they’ll want to talk to the third guy, the fourth gal, maybe that drunk under the table and that one dude they passed on the street a few minutes ago.

Whipping that up in 10 seconds is hard. Instead I prep a dozen or so NPCs that they may encounter. Each only needs tiny updates if they aren’t used that session. I jot these down on an index card because table space is at a premium (I also can create them on a spread sheet for latter reference or digital fun).

I present these to myself in two columns (visual and behavioral)

Index Card

Name

Two good attributes Race, Class if applicable
Zero to Two bad attributes Role in society (job), 2 skills
Armor/Clothing Country of origin
Single Weapon Goal in life
Lifestyle Weaknesses

This basic snapshot of the individual can inspire role-play and allows room to for ad hoc play. If one of the PCs tries to take advantage of a weakness I grant advantage. If they help towards a goal I usually grant success.

If an NPC lives a lifestyle (from PHB) that is beyond the expectation for a societal role it probably means that there are deeper levels for the character. If they are a noble and living in poverty that too is an indication of something beyond the norm.

Goals and weaknesses can be grabbed from the PHB and SCAG’s backgrounds, or you can invent your own. The point isn’t to be as data reliant, but instead let your imagination and table inspiration take over. Be just prepared enough to take advantage of the multitude of voices informing you during your game.

Now, when my players wander off script in a town, I have a dozen of these ready. When one gets used I can add it to the folder in case they want to go back and chat again. I then make a new character.

Having a many of these prepped helps because it ensures I use naming conventions that are consistent to the region of origin and the land where they meet the heroes. On-the-fly NPC creation is unlikely to have that consistency.

https://fullmoonstorytelling.com/2017/03/09/npcs-for-social-and-exploration-encounters/

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Laurelyn looked over her works. Her funds sending a flight out over the Spires of Xelgar were larger than any other. It is her town that gets to host the final rising of the airxips; her vassals that operate the Ship of the Fleet and its three carrax; her pamphleteers that will write the story of these days. Other families had more money, fame, power, but the Ixkon discovered the anti-sink balloons and taut-line messaging that is needed for such a large expedition.

There are two other models like her Airxip Ixkon (of course she gave it the family name), one is slightly larger and with an additional two tenders. Gerarldine played the game well, but proximity to the High Mother could not earn her more than the vital discoveries necessary to cross the Spires. The third broadxip, Arx Golmul, comes from the North. With just two carrax helping it over the Spire it is most likely to struggle with the winds. But the northern community harvests the fuel trees for the bellows and they are experimenting in granting mulkon the right to vote. If the High Mother sees Arx Golmul do well major changes could be forced. It is likely that the Mothers Parliament were outmaneuvered when they approved that flight. No matter for Laurelyn, she is focused on earning her family, all of her family, more money.

Her artists turned out great posters for the launch. Sales are going well and the non-Ixkon living nearby continue to fall under her sway. There was a need for last minute recruits, and the posters helped.

What a perfect day. The winds are blowing towards the Spires. Normally that’s a problem, but today it’s what they need. Two Feyelfs (weeks) floating to those harsh isles and then the steep rise after extensive fishing. After the rise the ships will cross towards a land unseen for centuries, if the math is right the expedition will float for just a Glibbon (month) before landfall.

Captain Yerxian walks beside Laurelyn

“Ma’am, you’ll have to leave or this xip will not float. It is our time, the winds are right and the crew ready.”

“Certainly Captain. You have the cares and wishes of all of Kon behind you. Bring us something wonderful. This is your fleet now.”

There are no large speeches. The High Mother’s words were in every gobkon, hobkon and mulkon’s wallets, pockets or hands. That pamphlet is half orders and half inspiration to be as great as Kon can be. Each ship has a press so that new pamphlets can be made, and with the taut-line messaging system those can be more easily coordinated when at altitude.

https://fullmoonstorytelling.com/2015/11/10/expeditionary-fleet-of-airxip-ixkon-leaves-kon/

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Korlot is a small walled town along the hillside in the Lothian Highlands. Every morning Teegan and her little brother leave the Upper Gate with the handful of goats their family collected. They head out to the managed clover fields with their fences. The family cannot dedicate time to herd goats, not today. Dad will work the rye and barley with Ried today. Mom is working on the cheese this morning. In the afternoon she will be trading family mohair for a shield for Teegan and Rohan

The family isn’t rich enough to buy two shields, and like many who raise two children so close together their weapons-of-age are hand-me-downs. Teegan’s already started practicing with Pa’s hammer. It is light and natural to her hand. She would also take Dad’s halberd.

Rohan hasn’t practiced. His friend Spence helped him create a pike. It was cheap and simple. Spence found a bit of iron to shod the staff. Hopefully the pike keeps the boy ten feet further from trouble.

Little Alleway is out front of the goats. The yippy terrier is horrible herder, but Rohan loves him. Everyone in the family has a terrier, except Teegan. Everyone loves them, except Teegan.

Last year, when she reached bond-age, grandpa was dying. Teegan provided his care for most of the season. She’d bring him tea and listen to the stories about when Korlot mustered out in the most recent attempt to take back Kirtin-on-the-Lake. He’d speak of loyalty and might, of failure and friendship, and of disappointment that the north could not defend themselves from Azsel and Kirtin needed help from the thieves of Daoud.

As she listened Ha-Lim, the immense bighorn ram, would be at Pa’s feet. As Pa weakened Ha-Lim crept closer. During this time her friends were bonding with various dogs, ponies and cats. She did not go on a bonding journey. Pa had a few months and so many stories.

https://fullmoonstorytelling.com/wp-content/uploads/2015/04/3813654472_8aa725523d_o.jpgby RLEVANS at https://flic.kr/p/6NZYBj

So she listened. She learned. She brought Pa tea, goat cheese and bread. She started to bring Ha-Lim clover and grass. When she cleaned the room, she cleaned for the ram too. When she walked to the well for water, Ha-Lim followed. The rare times that she left the house to bring the goats in, Ha-Lim followed.

When they buried Pa the ram was there, as usually happens when the person passes before the animal in a bond. He laid next the burial plot for a while and then trotted over to Teegan. Teegan never went on a bonding journey, never had a bonding ceremony. It didn’t matter. Ha-Lim is now her bonded partner in life.

It’s a lot better than those damn yippy dogs. He’s horrible at helping herd the goats, eats the vegetables and grains when working the crops and the horns get in the way of cuddling. None of those things matter. Ha-Lim is quiet and elegant. Every breath reminds Teegan of Pa. And all those memories of Pa are also memories of Ha-Lim.

Plus, when Rohan and his friends get too foolish threatening to have the ram bowl through their group tends to get them to change their focus.

“Rohan! That billie is pissed off. Call Alleway back here,” she screams out. “And dammit, stop throwing rocks at the goats!”

Tomorrow the four of them will be off to Kirtin-in-the-Sky. They will serve their not-Winter with the Shield of Kirtin. After a week or so of training they’ll head to the northern hills to show force against Azsel. Rohan is going to be trouble with a ten-foot pole, keeping that kid under control is hard enough. Giving him distractions like weapons and new friends will be a disaster, and a requirement of the law.

“Alle, get here!” and he throws one final stone. ‘Throws one final stone’ could be Rohan’s middle name.

“Rohan, here’s your bread. Eat, then go tell Ried to watch the goats. We have to finish packing.”

That evening the town would hold Teegan and Rohan’s Service Feast. That celebration of their final step into adulthood ends their time as youth. The moment they take to the trails and roads to Kirtin-in-the-Sky they are adults. They will serve the Kingdom and starting with next Winter they will be ready whenever Kirtin needs them.

Many meet their partner during Summer Service. Teegan just wants Rohan to come home alive. That’s probably going to be harder than meeting someone, even if Azsel doesn’t raid. Rohan can’t stop talking about Azsel-ite cavalry on dogback.

He’s excited at the chance of battle and his bond is a tiny, yippy terrier. This is a horrible combination.

https://fullmoonstorytelling.com/2015/04/14/teegans-last-day-at-home/

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