Tag: backgrounds

  • Work the earth as a Farmer – a 5e D&D Background

    Work the earth as a Farmer – a 5e D&D Background

    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.

    Photo by Quang Nguyen Vinh on Pexels.com

    Farmer

    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

    FeatureHorn 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

    Photo by FRANK MERIu00d1O on Pexels.com

    Drop 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

  • Meet Amadin the Barker, including a new 5e D&D Background

    Meet Amadin the Barker, including a new 5e D&D Background

    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 uncommon 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.

    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 +3Fey Hobgoblin, Paladin of Redemption (3)
    Strength -1Carnival Barker | Into crochet, not good at it
    Fine Clothes, rarely a Chain ShirtGhesh Province
    StaffSincere, Confident
    Comfortable, penny pincherAshamed, Judgmental
    This uses the Index Card version of NPCs for Social and Exploration Encounters

    If 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

    FeatureYou 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.

    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

  • Remarkable Drudge – work hard, play hard with this new Fantastic & Empowered Background v 2

    Remarkable Drudge – work hard, play hard with this new Fantastic & Empowered Background v 2

    Backgrounds offer so much space to establish who you character was before they entered the stress and conflict of adventuring life. The combination of skill selection, tools, languages, equipment, and personality are a story unto themselves. Jim the Fighter and Nancy the Fighter are similar because of what they do now, but they are also different because of what they did then. Jim was a Noble, raised among the upper class — prim and proper. Nancy was an Urchin, raised on the streets she could sneak among crowds to avoid fights, usually.

    And unlike classes, there’s still a lot of uncovered ground. Many tales of what your hero was aren’t encapsulated in the current official backgrounds. The common laborer – the fence builder, the ditch digger, the lumber mover, the stevedore, the longshoreman – is currently ignored.

    Photo by Filip Marcus Adam on Pexels.com

    In trying to fill that niche, while also playing with the idea that utility cantrips are valid parts of a Background, the Remarkable Drudge comes to life. This implementation differs from the earlier version of Seven Backgrounds for Games in the World of the Everflow in one primary way. In the past, the power level of a 1st level character was such that cantrips were folded into the feature. To keep the Drudge and the other Fantastical Backgrounds appropriate to generic D&D worlds the decision is made to replace a single skill and a single tool/language with one cantrip. An evaluation of various Feats available in the Player’s Handbook, Xanathar’s Guide to Everything, and Tasha’s Cauldron of Everything shows the value of a cantrip is slightly more than a skill, but not much more than a skill.

    Let’s meet the Remarkable Drudge.

    Remarkable Drudge

    You are a laborer, often ignored and yet the reason why the community runs as smoothly as it does. You may work the docks, the stockyards, the lumberyards, or lay the planks to improve the dirt roads into wooden streets. Your hard work is the foundation of civilization. But, you’ve also learned, or been born with, a simple spell to make your work a bit easier. The small spell provides utility for you and your coworkers. It may be a hand that can bring you the necessary tool from a distance, the ability to change the shape of earth or water, a way to shout instructions to someone across the field, or a way to light a fire. No matter what your little spells gain you a bit more respect and value than others in your line of work.

    Skill Proficiencies: Athletics
    Tool Proficiencies: Pick One: Carpenter’s Tools, Farmer’s Tools, Mason’s Tools, Vehicles (Land or Water)
    Languages: None
    Cantrips: Pick One: Shape Water, Mold Earth, Mage Hand, Prestidigitation, Druidcraft, Thaumaturgy
    Equipment: Traveler’s clothes, wineskin or jar of mead, mallet, shovel, block & tackle, 2 gp, 5 sp

    Feature: This Will Work

    Over the years you’ve learned that anything can be a hammer, or a shovel, or well, what you need. When you don’t have the tool or mundane item designed for the job you are usually able to find something else that will work for it – maybe it’s a rock, a brick, a busted up board, or something from someone else’s pack. An imperfect tool is better than no tool at all.

    Suggested Characteristics

    Drudges are hard workers and celebrate their completed projects with gusto. Frequently working in teams they are warm to those who work hard and cold to those who do not.

    For now, use the Personality Traits, Ideals, Bonds, and Flaws of the Folk Hero.

    Custom Backgrounds for 5th edition Dungeons & Dragons


    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.

    A sledgehammer rests on green grass with fallen leaves scattered around it. The hammer is well worn from use.

    Components: Farmer’s Tools include a hand trowel, a bag of seeds, a hand rake, a mallet, shears, a bucket, and 10 feet of rope. When near a homestead they would be able to easily borrow a hoe or other full size implements.

    Animal Handling: Familiar working in tandem with animals you are able to gain the cooperation from domesticated animals and can give common commands in languages you know.

    Nature: You are able to identify the plants and fungus that are consumed as food, often knowing what cultures would typically raise those crops.

    Survival: In the wilds you are generally able to locate some produce that provide a minimum level of nourishment.

    Forecast: Your understanding of weather patterns is such that you are able to predict the weather for the next few hours. You can sense if there will be a natural change in temperature, wind, precipitation, etc when you have a view of the sky.

    Farmer’s Tools

    ActivityDC
    Identify culture/race raising common crops10
    Give domesticated animal a simple command15
    Weather forecast for the next few hours15
    Identify culture/race raising rare crops20

    Farmer’s Tools are designed to use the tools guidance in Xanathar’s Guide to Everything.

  • Coffee Gear – a 5e D&D Tool

    Coffee Gear – a 5e D&D Tool

    Everyone needs a good pick-me-up. The studious wizard, the pickpocket, the noble, and the farmer all can take advantage of the boost of energy whether the beans are from far-off mountains or nearby hills. Adventurers aren’t on standard sleep schedules so the not-quite-magical bean roaster and brewer is quite helpful in the wildes, caverns, dungeons, and seas of any world.

    Components: Coffee gear includes a pound of beans, 2 small spoons, 2 small cups, mortar & pestle or small hand grinder, an ibrik or small moka pot, a small rotisserie or pan roaster (can be powered by fire or certain cantrips), spices and sugar.

    Those cantrips that could power the two styles of roasters are: Control Flames, Create Bonfire, Druidcraft, Fire Bolt, Prestidigitation, and Produce Flame.

    In most D&D worlds a pound of green coffee should be priced around 3 gp and available similar to how cloves are in your worldspace.

    Photo by Svetlana Ponomareva on Pexels.com

    Insight: As someone that is in tune with the life of a cafe, coffeehouse, or court you can read the emotions and even pick up rumors spreading through the crowd.

    Example: As the party enters a bar or coffeehouse there is a buzz of conversation. Volgat Emberstone recognizes the conversations, listening in on the chatter around him. The player tells the DM that they are attempting to learn if Crylia the Goblin has been in the area. Per Xanathar’s Guide, as this Insight check is aided by the Tool, the player rolls with Advantage if they are proficient in both Insight and Coffee Gear, using the higher modifier of the two. If they are only proficient in only one of the two, they would use just the higher modifier rolling a single d20.

    Nature: Familiar with the origins of the glorious bean, you have learned about various locales where coffee is grown.

    Example: Marching through Windy Heaven Ridge, Umog sees some wild coffee. The player is wondering if this area is where they might find the tail feather of the Peryton that the Archmage of Cryssalis Valley hired them to bring to him.

    Remove Exhaustion: During a Short Rest you can roast and prepare a unique beverage for a single humanoid that drinks water. This special beverage can remove one level of Exhaustion, up to level 3 (going from 3 to 2, or 2 to 1, or 1 to no longer exhausted).

    Coffee Gear

    ActivityDC
    Roast Coffee (takes 1 hour)10
    Prepare Typical Beverage (takes 10 minutes)10
    Understand The Hills, Mountains Where Beans Grow15
    Discern Emotions, Learn Rumors In Coffeehouse15
    Remove Exhaustion20
    Photo by Tom Swinnen on Pexels.com
  • Cantrips and Backgrounds Are a Perfect Match

    Cantrips and Backgrounds Are a Perfect Match

    My backgrounds project continues to expand, adding in many medieval/Renaissance professions that fit in the apocrypha of D&D and related fantasy worlds. At this point there are nearly three dozen frameworks down. None of them demand a magical world.

    But, this is D&D, and in all (?) of the official, product-supported worlds of 5th edition magic is not something that is only held by leveled PCs and NPCs. If you visit a shrine in Forgotten Realms there is a great chance that one of the Acolytes there knows Thaumaturgy. The number of Guild Artisans (tailor) in Eberron that know Mending is almost certainly larger than the number that do not.

    In these worlds there should be tales of those who became heroes after their less-than-mundane lives. The fantastic is part of the D&D experience – both in heroic journeys and in everyday life.

    Exploring what cantrips make sense leads me to listing those cantrips that are not designed for warfare – essentially ignoring damage cantrips, but there are a few that make sense. Let’s take a look at the DnDBeyond list of cantrips and pare it down to just things that commoners would possibly know.

    Cantrips for Fantastic Living

    • Control Flames – Yes, it can do damage, but its primary purpose is about starting and putting out fires. I’ll explore a Firefighter.
    • Create Bonfire – Similar to above.
    • Dancing Lights – This also has combat roles, but imagine the ability of a theater designer to take advantage of Dancing Lights in ways that amplify that experience. The name does not leap to mind, but a variant entertainer using light is needed.
    • Druidcraft – The most obvious way this works is to help a Farmer, Rancher, Herder, etc. On the other hand, imagine a Weather Forecaster.
    • Gust – Sailing across the sea and stuck? Find your empowered crew who can create a tiny wind.
    • Light – The uses are nearly infinite. The Lamplighter will be both apocryphal and fantastical.
    • Mage Hand – Thieves and Wizards alike enjoy this one, but so would construction workers. Why bother with a ladder when you have Mage Hand?
    • Magic Stone – While this is a combat cantrip it feels proper for certain wilderness Backgrounds to have access to it. An Herbalist hunting for a rare shroom may need to defend themselves, for example.
    • Mending – Tailors and Tinkers around the world would be thrilled.
    • Message – This would be useful for the Pamphleteer, the Town Crier, the Spy, the City Watch, and many more.
    • Minor Illusion – Another cantrip that would suit Entertainers.
    • Mold Earth – Masons and Farmers could both find uses for this cantrip.
    • Prestidigitation – A Realmsean Dry Cleaner could profit off of making the bloodied heroes, and criminals, presentable. Similar to Light and Druidcraft the Backgrounds that could take advantage of this are nearly infinite.
    • Produce Flame – A third in the fire series.
    • Shape Water – Immediately upon reading this one I thought about construction of aqueducts and water wheels.
    • Spare the Dying – In gameplay this may be one of the weakest cantrips. In the rough and tumble alleys of Baldur’s Gate it keeps the citizenry alive – Medic and maybe for the Barber as well.
    • Thaumaturgy – Acolytes and Sages should probably already know this one. The organized faiths of the world would have plenty of priests and others able to shout above the masses. This also has great application for a Town Crier, Herald, and Soldier.

    Several more attacking cantrips have possible secondary uses. These are ignored because not every D&D world need be one of violence for the commoner.

    Next Steps

    In some cases adding these minor spells to existing Backgrounds makes sense. That would involve a slight change to the current rule set. We know that a cantrip is considered roughly equal to a skill or language based on the Feats Linguist, Prodigy, and Skilled. The product will address that.

    But knowing these cantrips also means an exploration of how certain roles in the medieval/Renaissance apocrypha of D&D change because of magic. A Lamplighter (a custom background in development) with Light should be behaviorally different than one still using flint, steel, and oil.

    Both will exist. You will be in charge of how your world borrows the ideas to come in Before We Were Heroes (tentative title).

    Your world should be apocryphal and fantastic.