Tag: homebrew

  • Barbers and bloodletters – hedge healers belong in your D&D campaign

    Barbers and bloodletters – hedge healers belong in your D&D campaign

    Waterdeep, Tear, Dragaera City, Tajar, Zobeck — whatever the city in your world, there are barbers. The technology exists, and the art of Dungeons & Dragons provides a dazzling array of hair and beard styles that go well beyond those from the real world. But how would you play a barber or stylist in D&D?

    That’s easy, via backgrounds. They’re what you were before. Maybe some heroes, especially rogues and bards, would learn to use their common implements as weapons. But anyone could be a stylist or barber before.

    Get your shave and a haircut for two silver.

    Photo by RODNAE Productions on Pexels.com

    Barber

    Whether in a big city or travelling between cities, you are an expert at maintaining hair whether on face or head. With your scissors or razor you create art with hair. Additionally you are capable of non-magical healing. Depending on your practice you may use leaches, your blades or some other form of blood letting.

    Barbers, under any name, are also strong conversationalists. When others are in your stool or chair they feel welcome, sharing the conversation of the neighborhood and their own life.

    Skill Proficiencies: Insight, Medicine
    Tool Proficiencies: Barber’s Tools, Healer’s Kit
    Languages: No additional languages
    Equipment: Barber’s kit, two Healer’s Kits, two vials of perfume, a stool, pouch with 5 gold.

    Feature: Bloodletting

    Whether via razors or leaches, using an action the Barber grants a willing creature the ability to expand a hit die to heal or recover from certain non-magical conditions (Charmed, Frightened, Incapacitated, Paralyzed, Poisoned, Unconscious). The creature takes on a level of exhaustion.

    Personality traits would be similar to the Folk Hero, the Acolyte and the Fisher.

    Barber’s Kit

    Cost: 25 gp | Weight: 2 lbs

    Proficiency with Barber’s Tools means that you are familiar with how to style hair — cutting it, braiding it, etc. You can color it with various dyes as well. The kit includes a couple razors, scissors, a silver mirror, lotions, dyes, hair ties and other small items to help the barber.

    Photo by Nikolaos Dimou on Pexels.com

    Design Goals

    Once upon a time I read, played and DMed in al-Qadim. The Arab/Turk/etc-ish setting included a barber, part healer and part friendly ear. That barber and their role in post-Renaissance England as “surgeons” fits many of the worlds of D&D.

    They aren’t common in literature and games that inspire our games. That’s okay. They should be. Visiting a barber should be part of the story, even in magical worlds. Mending and Prestidigitation don’t trim your locks or beards.

    Have a conversation, look better, maybe get a tiny bit of natural healing (no, it doesn’t work like this in real life). Also, I really like my stylist Chamaine.

    Custom Backgrounds for 5th edition Dungeons & Dragons

  • Adding Feats to 5e Backgrounds

    Adding Feats to 5e Backgrounds

    Spelljammer is already on printing two. That’s because they need to make some changes to the Hadozee for reasons of insensitivity. They’re good changes and Wizards of the Coast is changing the processes that allowed the culturally insensitive material to appear first too. This new printing has other errata too.

    The one that sticks out is the addition of Feats to every Background.

    “These backgrounds each give a feat. If a character takes a background from elsewhere and doesn’t get a feat from that background, the character gains one of the following feats of the player’s choice: Magic Initiate, Skilled, or Tough.”

    Dragonlance will have something similar. For Dragonlance this was because these are characters in a war. They must be stronger, tougher, etc. In Spelljammer it kind of makes sense. Normal people aren’t space halflings and asteroid dwarves.

    Similar to the Dragonlance decision my world has an additional feat at first level. In the case of the World of the Everflow these choices are;

    • Kin get a Bonded Companion.
    • Ken get a feat that grants a cantrip.
    • Kon get Artificer Initiate and the Rock Gnome’s tinker ability.

    Similar to the Dragonlance decision to add Feats this was done to add flavor, speaking to the types of powers that people from various continents have.

    With One D&D’s playtest we know there’s a chance at adding Feats for everyone at 1st level.

    What if the One D&D system of 1st Level Feats was added to 5e now?

    You could add Feats to any character in the current game with a minor, but not overwhelming, increase in power with a few simple guidelines.

    1. Only allow Feats that don’t have a +1 to an attribute.
    2. Don’t allow the +5/-10 Feats.
    3. Don’t allow Lucky.
    4. Don’t allow Polearm Master

    That’s it.

    Now you can have flavorful feats in your 5e game at 1st level.

    Instead, attach Feats to Backgrounds

    Now, my current world attaches Feats to racial choices, but one could choose to go the path of Dragonlance, Spelljammer, and Strixhaven. Each of those books assigns their unique Backgrounds specific Feats for flavor.

    A more flexible system would be to attach Feats on a small curve. Those Feats would be selected to emphasize specific stories typically told regarding that Background.

    Using my most popular original Background, the Tinker, as an example. We’ll include the three default Feats from the errata — Magic Initiate, Skilled, Tough. Then only selecting Feats from the Player’s Handbook, Tasha’s Cauldron of Everything, and Xanathar’s Guide to Everything since those are a core book and the two rules expansions.

    Actor reminds me of Paden Fain. Artificer Initiate seems obvious. Linguist fits the wanderer mold. Ritual Caster makes sense to capture the one who picks up hedge magic.

    Putting those on a chart with a curve using two dice can influence the commonality of the Feats.

    Roll 2d4 or choose your favorite.

    2. Magic Initiate
    3. Tough
    4. Linguist
    5. Actor
    6. Skilled
    7. Ritual Caster
    8. Artificer Initiate

    Since it looks likely that Before We Were Heroes won’t be ready before the 2024 edition, I’m thinking of adding that Feat guidance to each listed Background.

    Have another Background you’d like a Feat Chart for, ask in comments.

  • Introducing Militia Actions to support base defense in urban rebellion play

    Introducing Militia Actions to support base defense in urban rebellion play

    In my Uprising & Rebellion Campaign Two the players decided to take on the Mayor’s forces in the open, rather than the dead of night or through obfuscation. In response the Mayor and his forces attacked their home base, the Rusty Clam. Dungeons & Dragons doesn’t do great for large battles.

    A few tweaks I made to more represent the fiction of a rebellious militia and their allies defending their most significant resource were;

    • Have the minions represent half of a squad. The idea here was that the lesser trained guards would break morale when they lost half their group.
    • Allow the PCs to set up themselves up where they wanted. This is their territory. They know it best.
    • Added actions to represent the other rebels and commoners who side with the goals of the uprising. These Militia Actions operate similar to Lair Actions. That initial use has been modified here.

    Militia Actions

    For the session these operated as a Lair Action for each PC. They were taken on the initiative count 10 after their own initiative, which worked out as PC1, enemy1, Militia Action1. That part was a success.

    Each Militia Action was tied to a saving throw by the NPCs. These were designed for Tier 2 play as that’s where the PCs in question are at this time, but since I used cantrips as a guideline they are easy to adjust.

    Funnel – the militia and/or commoners in support of your cause build a wall using objects or themselves to block a path. This wall is 5′ long per tier of play. A successful Strength save (DC 10/15/20/25 based on tier) enables the enemy to ignore the wall.

    Falling or Thrown Objects – the militia and/or commoners in support of your cause pick up objects nearby and throw them at the enemy. These objects do 1d8 damage per tier of play in a space that is 5×5/10x/10/15×15/20×20 by tier. A successful Dex save results in half damage (DC 10/15/20/25).

    Overturn Stand or Cart – the militia and/or commoners in support of your cause create an area of difficult terrain by using common objects to clutter the path. Any enemy passing through the area moves must use twice their movement through the 5×5/10x/10/15×15/20×20 space by tier. They may attempt to move at normal speed, and if using the Dash or Disengage actions, must succeed on a Con save (DC 10/15/20/25) or take 1d6 per tier damage and fall Prone.

    (this one needs the most work)

    Harass – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their defenses. This can be done by word or by minor physical altercation. The next attack by that enemy NPC or intelligent monster is at disadvantage. A successful Int save (DC 10/15/20/25) results in no disadvantage.

    Distract – the militia and/or commoners in support of your cause harass and pester the enemies in such a way that limits their attacks. This can be done by word or by minor physical altercation. The next attack against that enemy NPC or intelligent monster is at advantage. A successful Int save (DC 10/15/20/25) results in no advantage.

    Rally – the militia and/or commoners in support of your cause shouts in support of the PCs. The PCs are then granted 1d6 temporary hit points per tier of play. A successful Cha save (DC 10/15/20/25) by the leader of the enemy results in no temporary hit points being granted, this is to represent their ability to speak over or interrupt the rallying calls.

    Changes for the future?

    I may tie these to various skills or tools rather than saving throws. I had the players roll, and asking players to roll under for a success just didn’t make sense.

    Finally, I think I would allow a summoned swarm from the Propagandist use these when the Propagandist commands them via a bonus action. This would help raise the power level of a subclass that lacks in combat, though in many campaigns this wouldn’t be enough.

    Design Goals

    The primary inspirations for these actions were to mimic some of the play of Assassin’s Creed, where the small crowd of neutrals and allies can support your violence. There are also scenes in Black Sails where the common people of Nassau join the fight against the British. The invasion of Tear and other conflicts in the Wheel of Time feature actions by commoners supporting the heroes too. Various Robin Hood tales, the rescue of The Shire, the movie Aladdin, and so many other tales have common peoples helping the heroes by impeding the enemy.

    While highly urbanized campaigns aren’t common in D&D, they should be supported. The literature and other inspirations for the game do have these elements. Our game can include them in ways that are more than just background story.

    What improvements do you see needing attention?

  • “I’m not even supposed to be here today” — add a Clerk background to D&D

    “I’m not even supposed to be here today” — add a Clerk background to D&D

    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.

    Backlit by a candle, a hand holds a quill just prior to dipping it into a small jar of ink.
    Photo by cottonbro on Pexels.com

    Clerk

    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

  • Batons and short staves – two new finesse weapons

    Batons and short staves – two new finesse weapons

    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.

    Three batons
    By Bill Smith from the Metropolitan Police Heritage Centre

    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.

    And so, the baton and the short stave were born.

    Baton

    Type: Simple | Cost: 5 gp | Weight: .5 lbs | Damage: 1d4 | Type: Bludgeoning | Properties: Light, Finesse | Mastery: Nick

    Short stave (broom handle)

    Type: Martial | Cost: 5 cp | Weight: 2 lbs | Damage: 1d8 | Type: Bludgeoning | Properties: Finesse | Mastery: Sap

    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.

    Masteries were added on Oct. 15, 2025

    Fediverse Reactions