Since Dungeons & Dragons is anachronistic, most people, and basically every player character, know how to write. But what about those that know how to write and count better? The late middle ages were a time when there was a rapid need for more writers, more accountants. Guilds needed to track the money they were bringing in.
If your D&D world has many guilds it would have many clerks. Some of those clerks may get bored of quill and ink, or precisely measuring liquids, or whatever mundane task their employer has for them — so they head out on adventures, which is what happened in real life too. Lots of clerks got involved with murdering.
You are someone who counts fast, keeps precise notes, reads for others, writes for others. You are meticulous and detailed. When
Skill Proficiencies: Investigation, Insight Tool Proficiencies: Calligrapher’s Tools Languages: One language Equipment: Common clothes, tabard, abacus, merchant’s scale, jar (precisely 1 quart), pouch, signet ring, 10 gp
Feature: Measure Twice
You can rapidly and accurately account for large quantities of coins or other staples, assessing their value using just a single action. Clerks are also able to stretch large quantities of staples further than expected. If you need more than 50 of an item a Clerk needs 10% less of that item. For example, 900 ball bearings works just as well for a Clerk as 1000. Or if others would need 50′ of rope the Clerk can make do with 45′.
Alternate Background: Tax Collector
You are a representative of the government, collecting fees and taxes for the services they provide. Maybe you work at a toll bridge, a city gate, or you wander to various farms. Some pay in gold, most in silver or even copper. You’ll take barter too. The Barony needs the funds however it can get them.
A just collector may go easy on a family in years of struggle. An unjust may continually take. Your character’s behavior and history is up to you.
The Tax collector has the same skills, tools, and languages as the Clerk. The difference is in their Feature and in their role in society.
Feature: Forgotten Refund
Knowing the ways of governments you are able to assume the debts of a group that owe. You can also find a way to get a tax refund for yourself or others, or avoid paying the full amount. If normally the government takes 10% you would only pay 5%. If you are short gold, you may visit another tax collector, if one can be found, to get 5 times your proficiency bonus as a refund.
Design Goals
Clerks were so common in the late middle ages they killed a lot of people. Which sounds a lot like D&D adventurers, so why not have a Background based on them. Sure, they could be represented by Sages and Acolytes or other thinkers.
But, I’ve watched too many Clerks movies, and so needed to honor the OG clerks in a special way. Don’t be murdered by clerks, be the clerks that murder.
Custom Backgrounds for 5th edition Dungeons & Dragons
In 5th edition D&D I create a lot of rogues. This is a change for me, for in my earlier forays into Dungeons & Dragons, I mostly played clerics, bards and paladins. Part of the appeal of the rogue in 5e, is that it has became the main skill-monkey class. Mostly mundane there are interesting stories to be told via the mastermind, the inquisitive, the scout and the propagandist.
One thing I find lacking for three of those options is the narrative around using a weapon that knocks opponents unconscious. While the rule set allows any weapon that does enough damage to kill to be declared a non-fatal blow, there’s something about an mastermind smacking a thief upside the head with a baton and knocking them out.
Common within the literatures that inspire our game are also tales about short staves that flip about stabbing with the point and smacking with the side — see various interpretations of Sherlock Holmes. My campaign needed one of these because a player in Uprising and Rebellion Campaign Two is a streetsweeper. Their broom handle makes sense as a weapon for them.
The baton is just a refined club so that you can play as Sticks from the Vlad Taltos Saga. The short stave (broom handle) is based on the rapier, the current best weapon for a rogue, but merely bludgeoning and cheap.
There’s nothing game breaking from these additions. There’s no power creep.
There is a whole lot more story. And that’s the whole point to Full Moon Storytelling — story creep.
The Strixhaven mascots make great familiars, but they’re a bit weak compared to the other options available after 1st level. The imp is clearly the power-play. It’s a CR 1 monster, not the 1/4 and 1/2. And while that’s not a significant problem, it’s one that can be fixed. What would you need to do to make the Inkling Mascot a more permanent companion/familiar?
Recently other companions are designed around un-fluffed stat blocks. The Primeval Druid has a beast, but all description is up to the to the player and DM. One of the players in the Uprising & Rebellion campaign is a multiclass Warlock-Rogue, who just leveled up in Warlock and took Pact of the Chain for the slightly boosted familiar.
Combining the player’s desire with recent history means I’ll be making a few adjustments to Nerinmil’s familiar.
First, the quick part. A bunch of stuff is going to get that character’s Proficiency Bonus (Stealth, to hit, a bonus Armor Class, uses of Ink Spray per Long Rest). We’re also going to add Perception as a proficient skill, because the player has mostly been a ranged attacker and spy who wants to enhance their current role via the familiar.
Because the player really liked the imp, I’ll be granting the ooze-y Improved Inkling resistance to bludgeoning, piercing, and slashing damage. Also, because of that spy role desire, I’m adding in a Reaction: Ichorous Form – When an opponent makes an opportunity attack the Improved Inkling may take use its reaction to flow around the attempted attack if it has perceived the attacker. That opponent than has disadvantage on its attack role.
We’ll also be boosting its mental attributes to Int: 10, Wis: 12, Cha: 10 and dropping the Strength to a 6.
Spot hanging out in his bottle (photo by Jill Burrow on Pexels.com)
Armor Class 16 Hit Points 18 Speed 10 ft., fly 45 ft. (hover) Initiative +3
Reaction: Ichorous Form – When an opponent makes an opportunity attack the Improved Inkling may take use its reaction to flow around the attempted attack if it has perceived the attacker. That opponent than has disadvantage on its attack role.
This was a quick and dirty reskin and improvement based on conversations with the player. It works for the world, where the founder dragons from Strixhaven are part of the Ken’s power center. It works for the character, because his rogue class will eventually be a Propagandist. Using a amorphous ink thing to pick up rumors to put in the broadsheet is perfect.
tl;dr – reskin official creatures to make them appropriate for your world.
Tea, tisanes, rooibos, herbal concoctions and other similar hot drinks are staples in many cultures of the real world and fit so many Dungeons & Dragons cultures as well. The sub-culture around ceremony and expertise makes sense as a Background in 5th edition.
Why would a Tea Master go adventuring? They could be searching for a new supply; have run out of their own supply; know that there is a threat to the trade routes they depend upon; heard from the nobility of a need for the government; have a loyal customer that needs aid. A Tea Master like many service types develops a relationship with the people they serve. Those connections are easy to leverage into relationships that help power story — plus they have tea.
You are a server of fine teas. Maybe you worked in a tea shop, or were a tea merchant, or were the tea master for a noble estate. You prepare teas and small bites of food for the thinking peoples in the area. This can be as simple as a cuppa or an elaborate ritual.
You may be an expert in particular types of tea (powders, fermented, naturals, or combination). These teas and tisanes may come from your local community or come from other lands far from your origin. Regardless, you start with 24 servings of your favorite tea or tisane (tisane=herbal tea). When creating your tea master consider the peoples you served tea to in the past, consider who taught you the ceremony(ies) you know. Use these flavor decisions to embrace your role as a Tea Master.
Skill Proficiencies: History and Insight. If you are using cultures rather than languages, then replace history as per those rules. Tool Proficiencies: None Languages: Two languages Equipment: Alms box with 25 silver, bell or whistle or hand drum, tea set for 6 including tea for 4 ceremonies for 6 (10 pounds and 25 gp value), fine clothes, waterskin
Feature: Tea Ceremony
Performing a 1 hour ritualistic ceremony you serve tea often with small plates of food, but that is not required. The ceremony is patient and calming, shifting NPC attitude from hostile to indifferent or indifferent to friendly, if the NPC can be convinced to partake in the full ceremony. PCs partaking in a tea ceremony can use Hit Dice to heal as if the time was spent on a Short Rest.
Personality Traits that make sense for the Tea Master could be from the Acolyte, the Guild Artisan, the Hermit, or the Sage. Mix and match these as necessary.
There are a few reasons I wanted to make the Tea Master. During my time in the Middle East I experienced a couple versions of tea ceremonies. These were done as a welcome to a home or to a camp. In my personal life I have also experienced the elaborate high tea that used to be part of the nobility of England. These seemed to fit the social portion of D&D, especially as they stretch back in time to the days which inspire our stories.
Within fiction there are two tea ceremonies that stand out in my mind — both from The Lion, The Witch, and The Wardrobe. Tumnus uses a tea ceremony to distract and then poison Lucy. The Witch uses a tea ceremony and foods to make Edmund think that she is not a threat. Both examples fit the literature that inspires our game.
There was also a desire to make the tea ‘rules’ different than coffee ‘rules.’ The two are similar in that they are water with vegetation that often provides stimulation as well as being from locales far from the founding cultures of the game. Both belong in D&D, because they were in Europe in the era that inspired the game AND because D&D is about much more than Europe.
Another goal was to remove specificity of culture from the tea ceremony. Tea ceremonies do not have the direct lineage that coffee does (coffee houses have a direct lineage to Ottoman cafes). Tea is a more widespread crop with various cultures celebrating the leaf. So make your tea ceremony your own. Celebrate a real culture, create a pastiche, or invent a new one — do it honoring real cultures that you are a member of or that you’ve studied.
Custom Backgrounds for 5th edition Dungeons & Dragons
Animal companions are a vital part of my campaign world. Much of the reason the World of the Everflow and the Land of Six Kingdoms exists is because I want to explore the connection between humans and dogs. Since this is Dungeons & Dragons that also means exploring the connection between halflings and riding dogs, kobolds and ratters, elves and sighting dogs, goliaths and huskies.
D&D only has one natural dog. There’s also blink dogs, wolves, dire wolves, and a few other mystical beasts. But the real world has dogs that range from one pound to a couple hundred, dogs that are able to swim forever, dogs that are able to detect scent so well they detect cancer, dogs that pull sleds for hundreds of miles.
Fifth edition is simpler than reality, and every other version of the “editions” of D&D, only various basic editions could be classified as simple. It doesn’t need 150 breeds of dogs. It does need more than the mastiff. Here are nine other types of dogs to help expand your D&D game.
Mastiffs or War Dogs
Part of the 5th edition D&D SRD, the mastiff can be summoned by various spells and magic items and ridden by small humanoids. Though described as a hound, the art for mastiffs tends towards bulky. They are war dogs, clearly. Maybe they also represent breeds that guard through violence and intimidation rather than as an early warning system.
Mastiffs and war dogs should always be medium.
Herding dogs
These dogs herd animals, you already figured that out. Whether they are shepherds or certain terriers or heelers, they enjoy large groups.
Herding dogs are usually medium, but small is appropriate.
Guardian dogs
There are a few types of guardian dogs. Where in D&D the mastiff represents the guard dog that is violent and intimidating a guardian dog represents those breeds that act as an early warning system. They observe a space and warn their companions that danger is coming.
Rather than stat this out, the two guardian dogs in my current game are simple. They do 1 HP of damage on attacks, have half hit points of a mastiff, and are small. These represent the terrier breeds that aren’t eliminating vermin but are barking a lot (there’s some crossover in the real world). What makes them special is the ability, once per long rest, to “cast” Alarm as a ritual without any use of spell components. Rather than invent a new ability, creating a small area that the dogs can sense entry into and then bark a lot makes things simple.
Guardian dogs can be small and sometimes medium.
Working dogs
Where the mastiff represents breeds that are violent, working dogs have two main roles in our world of fantasy — the mount and the cart/sled puller. These are big doggos. They never tire. They love you so much they want to work harder. Give them the mastiff stats, but with max HP and a boost of 2 to Constitution. They have disadvantage on attack rolls.
Give a working dog Beast of Burden, you can find that on the Mule. They are tireless, and have advantage on strength or constitution checks that would impose exhaustion.
Working dogs are medium, maybe even large — this is a fantasy world.
Retrieving dogs
Aslan is a red lab and Amira was a golden/yellow mix. These are the dogs that taught me what dogs are. Retrievers haven’t appeared in my game yet. The rules are simple. A retriever fetches. At the end of a combat 100% of ammunition can be found within ten minutes, unless magically hidden or a critical fail was rolled. Additionally, when they are within 30′ of their companion and that companion’s target their companion always has at least 1 piece of ammunition. They do not provoke attacks of opportunity, ever. They use the mastiff stats.
Retrieving dogs are usually medium, but small works.
Water dogs
Labs are funny because they are both retriever and water dogs, but that’s complicated. 5e isn’t supposed to be complicated. So your lab needs to be one or the other. Or get a spaniel. They’re cool too, all dogs are cool. There’s lots of water dogs that basically forget that they are supposed to run on land, not jump in every pond, crick, or ocean they find. And yet. Water dogs do just that.
Mechanically? Use the mastiff, because simple. Drop Keen Hearing & Smell and drop the bite to a d4+1. Add on a swimming speed of 40 and resistance to cold damage.
Water dogs can be medium or small.
Hound or sighting dogs
The dog that helps hunters and trackers is a capable tracker who can sight prey from great distances. These hounds are frequent companions of rangers and other outdoorsy types.
Mastiffs, the base D&D dog, already have Keen Sight & Hearing, so what does a dog that’s even better have? Let’s lean on Elven Accuracy. Whenever tracking, hounds and sighting dogs are able to reroll one of their advantage dice. When their companion is tracking the help of a hound or sighter means that companion has the same. A sighting dog or smell-hound can use the Help action as a Bonus Action for a ranged or melee attack respectfully. Other changes from the mastiff are a drop of strength and constitution by 2 points, reducing their damage, attack bonus, and hit points.
Hounds and sighting dogs are evenly split between medium and small.
Vermin hunting dogs
Certain breeds were meant to get rid of rats, badgers, foxes etc. They are nimble (Dex 16, AC 14) pack animals (Pack Tactics) who are brave (advantage against fear). They will chase a small animal into its home, enjoying that chase through darkness (darkvision 10′). They aren’t strong (Str 9) or tough (HP 2). They’re just fierce. Their bite does 1d4-1 hit points of damage, minimum one. On a successful bite the victim must make a DC: 10 strength check or be grappled.
Many tunneling societies will partner up with vermin hunters, to include, but not limited to, kobolds, gnomes, dwarves, goblins, drow. Sure these dogs may bring rats back to their companions. This is both good and bad and good and bad.
Vermin hunters are small, with some being tiny and a few being medium.
Messenger or racing dogs
These dogs are fast. Whippets, greyhounds and others are real world breeds who are racers. In the World of the Everflow messenger dogs are used to send letters between places. These dogs just have to move, except when they don’t. They sleep hard and eat as much as a working dog.
They have a movement of 60′ and are able to use the Dash Action as a Bonus Action. Additionally their dexterity is 16, giving them an AC of 13. They do not provoke attacks of opportunity. They only do 1 HP of damage on attacks. Otherwise they have the stats of a mastiff.
Most messenger dogs are small. Some could be medium.
Toy or companion dogs
Some dogs are beloved by their companions, but not by everyone else. That’s fine. Everyone deserves dog love. Maybe an eccentric wizard carries one in their pouch, or a bard has one in their pocket, or the king has a medium sized one on its lap constantly. These aren’t dogs for adventuring. These are dogs for socializing.
A toy dog can cast Friends once per long rest. They have 1 HP and an 8 constitution. Their bite does no damage, but causes disadvantage on the next attack roll for the victim. If they are targeted by an attack the attacker may suffer from Hellish Rebuke originating from the toy dog causing psychic damage.
Toy dogs are usually small, maybe tiny, but some medium flooffs think that they are toys and will crawl up in your lap no matter what you want.
What’s the first type of dog you’re adding to your game?