Wednesday, December 17, 2014

Background Variants for 5e

5e D&D Variant Backgrounds

One of the things I like about the 5e backgrounds system is that they're easy to switch around a little bit to get what you like. Here are a few variant backgrounds to show off just changing a few things here and there can give you whole new flavors.

Dracolyte (Variant Acolyte)
Skill Proficiencies: Arcana, Religion
Languages: Draconic
Tool Proficiencies: Alchemist’s Supplies
Equipment: As acolyte



You are part of a rather secretive and eccentric cult that venerates dragonkind and their gods. To you, the dragon is utmost state of perfection, power, wisdom, and grace. You seek to emulate their mighty and majestic ways through the mastery of esoteric knowledge and alchemy, perhaps even changing your body to ultimately become one of them.  You may worship a particular draconic god (Bahamut or Tiamat, for example) or you may venerate dragonkind itself.
Note: With the right swapping out of Knowledge skills and languages, this background can be used for any sort of monster cultist.

Explorer (Variant Outlander)
Skill Proficiencies: Athletics, Survival
Languages: 1 of choice
Tool Proficiencies: Cartographer’s kit
Equipment: Cartographer’s kit, a set of traveler’s clothes, a small knife, a compass, several maps of your past explorations, and a pouch with 10 gold pieces.



You are a trailblazer, an explorer of the great frontier.  You know not only how to find your way in the wild, but you also know how to record where you’ve gone for future reference.  Although you may have a staunchly rugged and individualistic bent, future generations may come to depend on the discoveries you make now.

False Prophet (Variant Charlatan)
Skill Proficiencies: Deception, Religion
Tool Proficiencies: Disguise Kit, Forger’s kit
Equipment:  As acolyte, but any holy items you have has been altered to serve your own purposes



You have carefully cultivated a religious personification of yourself as a divinely gifted figure.  In reality, you merely are merely a very specialized form of grifter and conman.  Whereas belief in the false creeds you s spout has not become widespread across the world, there are a few vulnerable believers you can fleece in every town. If you are skillful and lucky enough, you may be able to someday build a more organized following.  Actual religious leaders will tend to skeptical of you, having no prior knowledge of your existence.  They probably won’t act against you immediately, but they will be watching you warily.  However, if you successfully fool the majority of the faith, you may someday take your first few steps to true divinity.
Feature: False Identity
As the Charlatan feature, but it must be a religious figure (typically a prophet or divine avatar of some sort.)

Stage Magician (Variant Entertainer)
Skill Proficiencies: Perform, Sleight of Hand
Tool Proficiencies: Two of choice
Equipment: A set of clothing with hidden pockets, a fancy hat, and a set of memorabilia you use for your stunts, and a pouch with 15 gold pieces



You have brought wonder and delight to many with your act of “magic.” Unlike real magic, your stagecraft is products of sleight of hand and legerdemain.  However, you are skilled enough that the unformed laymen will not be able to tell the two apart. In the past, you’ve used your skills primarily for entertainment purposes, though there are certainly less legitimate uses of your skills as well.

Legerdemain Specialty Act (1d10)
Choose one to three for specialties of your act. (This replaces Entertainer Routines)
1.       Producing something from another thing or even nothing (rabbit from a hat, a coin from an ear, puffs of smoke from the stage, etc.)
2.       Vanishing act, making things disappear
3.       Transformation- making an object seemingly transform into another object (changing the color of cloth, etc.)
4.       Breaking an object and then putting it back together (torn papers, shattered pottery, the whole saw-in-half routine)
5.       Teleportation (moving from one place to another)
6.       Escape Act
7.       Levitation
8.       Prediction/ESP
9.       Parlor Tricks
10.   Spiritualism

Thug (Variant Criminal)
Skill Proficiencies: Intimidate, Stealth
Tool Proficiencies: As Criminal
Equipment: As Criminal



Whereas many criminals rely on finesse and guile to acquire their ill-gotten goods, you have come to rely upon brute force and outright coercion. After all, fear is one of the most basic instincts to man, and in a dark and lonely alleyway, who is scarier than you? You know of various strong-arming techniques to get people what you want, whether it is the little old lady you mug on the street or the bookie who has been skimming off the top.

Wastrel (Variant Criminal)
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Two gaming sets of your choice
Equipment: A set of well-worn and stained commoner’s clothing, an empty beer mug, a knife, a set of cards or dice, and a sack held aloft by a pole, and a pouch with 5 gold pieces



You have lived on the fringes of society, living out a meager existence day by day. Your passion for vice and seeming aversion to responsibility have caused the public to label you as one of the dregs of society, the scum of the earth. Unlike the Charlatan, Criminal, or the Gambler, you never honed your skills enough to truly become known as a “professional” in the criminal world.  And unlike with the Beggar, your pride prevents you from relying upon the kindness of others (unless you REALLY have to.)   Thus you’ve been forced to rely upon various means of minor grifting, petty larceny, and scavenging to make ends meet.
Feature: City Secrets
As the Urchin ability of the same name

Everyone Else: The Barkeep Background

Everyone Else: The Barkeep Background for 5th Edition


Barkeep
Skill Proficiencies: History, Insight
Tool Proficiencies: Brewer’s Tools, either Chef’s Utensils or a gaming set
Equipment: Set of commoner’s clothing, an apron, a tankard of booze, brewer’s tools, and a pouch with 10 gp

You have worked in a bar, tavern, pub, or other place where alcoholic beverages are served. You know the art of mixing and serving drinks and dealing with customers. You’ve learned to keep a wary eye on disruptive patrons and cut them off when they’ve had one too many drinks.

Suggested Characteristics
Barkeeps are typically tough and resolute, much less likely to be phased by some horrible abomination an adventurer drags in than most other villagers. (This doesn’t prevent your average barkeep from keeping a crossbow beneath counter, however.)  Barkeeps often pick up a lot of local lore simply from word of mouth; in many places the pub is a town center for gatherings and conversation. (It is almost always the place to go to find adventurers and mysterious quest-giving figures dressed in foreboding robes.) Note that for the purposes of this background, “barkeep” includes barmaids, waiters, or anybody who worked at a tavern. 



Feature: Heard it through the Grapevine
Knowledge is power, even for the barkeep. You’ve learned how to keep your ears open for quality rumors as you do your work.  After a few hours serving a shift at a tavern or other similar establishment, you can pick up all the current and widely known rumors about town. You won’t automatically know which ones are true, and finding lesser known rumors (or deliberate secrets) will require more work than merely working at just any tavern.


Personality Characteristics (1d8)
1.       I’m always cleaning something if I’m not busy with something else.
2.       People say I speak with a funny accent, but I don’t apologize for it, no way, no how!
3.       I don’t trust newcomers easy.
4.       I’ve seen everything- nothing phases me.
5.       I give a hearty laugh every time I speak.
6.       Don’t care for those high fallootin’ explosive magic. Ruins too many a good bar.
7.       I hate to see good things go to waste.
8.       I hate to see violence. If I have to break a few knees to keep things civilized, so be it.

Ideals (1d6)
1.       Gossip (Chaotic)                     Who can resist a good yarn?
2.       Comfort (Neutral)                  In the end, the most important things are safe beds, good food, and good drink.
3.       By the Book (Lawful)            The rules are the rules. When you’ve had enough you’ve had enough.
4.       Responsibility (Good)           I always go the extra mile to see that everybody gets home okay.
5.       Exploitation (Evil)                “Blackmail” is such a harsh word; I prefer “paid-for anonymity.”
6.       Hard Living (Any)                  You don’t get anywhere by takin’ it easy.

Bond (1d6)
1.       I’ve heard of a far-off land that has the perfect brew.
2.       Some jerk burnt down my bar.  I’ve gotta find ‘em and get my revenge.
3.       Someday I’ll have enough to open my own tavern.
4.       A bard’s tale of a strange place has inspired me to visit it.
5.       My friend (or colleague or loved one) was once a big-time adventurer, but he (or she) went missing. Now I gotta find where he (or she) went.
6.       I search for a way to drive out the ghosts that haunt my business.

Flaws (1d6)
1.       I sample a little too much of my product.
2.       Disrespectful remarks send me into a battle-frenzy.
3.       My tongue wagging has gotten me into trouble more than a few times in the past.
4.       I can’t stand people with weak stomachs.
5.       I assume everybody has some kind of skeletons in their closets.
6.       Okay, so I’m gruff and grumpy all the time. What’s it to YOU?

Sunday, December 14, 2014

Unusual Backgrounds: the Silent Protagonist



 Unusual Backgrounds: The Silent (RPG) Protagonist



Silent Protagonist
Skill Proficiencies: Athletics, Persuasion
Languages: Taciturn Telepathy (see below)
Tool Proficiencies: One of Choice
Outfit: Set of commoner’s clothing, a bandana, a mop, a map of the local area, a memento of a lost loved one, a small knife, and a pouch with 10 gp

You are the epitome of the strong and silent type of hero. You seldom if ever speak, yet everybody seems to get the messages that you convey via simple expression and gesture.  It may be some sort of animal magnetism or perhaps it’s just the sense that you have a great destiny ahead of you.  Although you have great potential, this destiny is not set in stone.  Unlike the Folk Hero, you are relatively unknown, and unlike the Chosen One, your destiny has not been foretold or delivered to you in a dream.  Still, this only leaves you more room to defy fate and choose your own path.

Suggested Characteristics
The silent protagonist tends to come from humble beginnings only to rise up to great things later on. Silent protagonists tend to gravitate towards martial occupations, yet most are not so unbalanced that they are unthinking brutes.  Although frequently impulsive in the protection of friends and innocents, the silent protagonist can often show inexplicable ingenuity, even genre savviness.  In fact, consistency of character is not entirely an emphasized quality with silent protagonists.  Rather, their behavior tends to reflect some influence from those they interact with or even an invisible hand of god that seems to guide them.



Feature: Designated Hero
Although it’s not something that ever seems to be brought up in conversation or even in the conscious mind, people are comfortable with you around, even if it would otherwise be strange.  As long as their doors are unlocked and they would normally be disposed to treat you in an indifferent or more friendly manner, most people won’t bat an eye if you go into their houses and start up conversations with them or even ask them personal questions. You may even enter private property and root around in unlocked drawers, chests, and other containers to find a total of not more than 25 gp in goods in any one location. This Feature does not apply to places or items that are locked, warded, patrolled by private guards, or otherwise protected by some form of security. Nor does it apply when a person has something to hide or would otherwise be prone to act in an unfriendly or hostile manner toward you.

Personality Characteristics (1d8)
1.       <I can’t get enough of a hobby, such as fishing.>
2.       <Trademark phrase>
3.       <Stoic demeanor, except in deeply emotional times when façade breaks>
4.       <I keep a personal journal.>
5.       <I just want to be normal.>/<I just want to be somebody special.>
6.       <I’m constantly compared to a rival.>
7.       <I think weird monsters are really cool.>
8.       <I admire a personal hero.>

Ideals (1d6)
1.       Achievement (Neutral)                         <I will reach 100% completion.>
2.       Chronic Heroism (Good)                       <I will help anybody in need.>
3.       Murderhoboism (Chaotic or Evil)      <Kill everything and take its shit.>
4.       Glory hound (Chaotic)                           <It’s all about ME!>
5.       Strategy (Any)                                           <Brain over brawn.>
6.       Honor (Lawful)                                          <The rules must be obeyed.>

A hero with the Chronic Heroism Ideal will say Yes 11 times out of 10.


Bond (1d6)
1.       <Gotta figure out this one secret!>
2.       <Gotta save the prince/princess!>
3.       <Gotta kill this one enemy!>
4.       <Gotta get this one treasure!>
5.       <Gotta find a lost friend!>
6.       <Gotta unlock my true power!>

Flaws (1d6)
1.       <I eat too much, yet I hunger for more.>
2.       <I’ve lost all memory of my past.>
3.       <I bottle in all my feelings.>
4.       <I try to skip past any quest-giver exposition.>
5.       <I can’t turn down a quest.>
6.       LLEEEEEROOYYYY JEEENKIINNNSSS!

New Language: Taciturn Telepathy (Exotic)
This is not so much a language in and of itself but a “meta-language”, an augmentation to any existing spoken languages you know. You are able to convey complex messages and especially emotions through simple gesture, facial expression, sweat drops, and long pauses to any creature you could normally speak with. Handy on the occasion you need to speak without being heard. How Taciturn Telepathy actually works is up for debate; it may merely reflect an extreme aptitude of nonverbal communication. On the other hand, many sages believe it actually reflects a latent telepathic ability of some sort, especially when put together with the “Designated Hero” ability above.  As purely a substitute for normal speech, Taciturn Telepathy has neither a written form nor an alphabet. 
In this short snippet, this Hyrulian Silent Protagonist can recite his entire, heart-wrenching backstory over several lifetimes.