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View Full Version : D&D 5e/Next NPC "Classes" - Everyday People with Interesting Stories



StardustReborn
2015-03-07, 01:18 PM
This is the first part of an attempt to breathe some life into a D&D 5e campaign without endangering the special feeling of the player characters.

What if.... characters never left their background professions and instead advanced in them? That is the premise of these NPC "Classes", which are not really classes in the true terminology of 5th edition. They are based on NPC characters, perhaps recurring ones, that advance with the characters but are nowhere nearly as powerful as them. Similar to the Healer and the Sage from 2nd Edition.
These are meant to be companions to the PCs, perhaps an asset to them, as a part of the story elements for DMs to use to make their games more interesting. An acolyte might not seem like much, but what if the acolyte raises through the ranks of the church and becomes an important person, a bishop or an evangelist. What if the guild artisan becomes a master crafter, and is suddenly threatened by dragons or enemies to craft something of true importance such as a masterwork item, or even a magical item?

The following rules are suggestions for the guidelines of making NPC characters more interesting for the purpose of including them in stories as part of adventures. And we will start off with the Guild Artisan

Apprentice Guild Artisan
The apprentice guild artisan is proficient with all skills, tools and equipment that the background of the same name allows for, and with one additional skill of the designer's choice. Not ever having been faced with life and death choices, however, or with the dangers of combat, the guild artisan's proficiency bonus is only +1 at the Apprentice level. The Apprentice also enjoys all of the benefits of Guild Membership, as presented in the background of the same name.

The Guild Artisan is not proficient in combat, and must be protected by those who are if caught in a volatile situation. An apprentice guild artisan has 2 hp (+ Constitution modifier).

If protected from harm, however, the apprentice will likely desire to aid those who assisted. A life debt is not easily forgotten.

Journeyman Guild Artisan
At second tier, a Guild Artisan is a little more effective. The designer may choose to give the Guild Artisan a feat or to increase their ability scores much in the same way as PCs have increased ability scores every 4 levels. The guild artisan's proficiency bonus is +2 at the Journeyman level. The Journeyman still enjoys the benefits of Guild Membership, but is more likely to be traveling to sell wares or learn the skills to craft new ones.

The Journeyman Guild Artisan also has access to Banking Contacts. Player Characters may choose to invest directly in the Journeyman or through the Banking Contacts. (Bankers are far more likely to be interested in supporting a learning Artisan than in foolhardy adventurers.) What exactly this means is up to the DM. However it would not be unheard of for player characters to earn 10% of their investment at the end of each week or month.

In Combat, a Journeyman is still ineffective, and must be protected. a Journeyman has 10 hp (+ Constitution modifier x 5). If the Journeyman is killed, it is likely that any investments made through the Guild Artisan are lost forever.

Expert Guild Artisan
By third tier, the Guild Artisan has learned to craft truly remarkable products, and may craft a masterwork item for each player character. The materials to craft this may be highly expensive or nearly impossible to attain (the pearl from a siren's crown, the horn of a demon, dragon scales, etc). The guild artisan's proficiency bonus is +3 at the Expert level. The expert has also gained proficiency in an additional skill of the designer's choice. The Guild Artisan may also have an additional feat or increased ability scores as at the Journeyman level.

Rules for Masterwork Items follow in the next post.

In Combat, the Guild Artisan is still ineffective, and must be protected. An Expert has 20 hp (+ Constitution modifier x 10). If an Expert Guild Artisan is killed, it is likely that the knowledge of crafting or maintaining the specific masterwork items that artisan crafted in life will be lost forever.

Master Guild Artisan
By fourth tier, the Guild Artisan has gained quite a reputation, a reputation that may be shared with any player characters who saw fit to aid or promote the Guild Artisan through the Guild careers. The guild artisan's proficiency bonus is +4 at the Master level, and may also have an additional feat or increased ability scores.

The Reputation of the Master Guild Artisan can be played out in many ways. Among other things, the master guild artisan may have the direct patronage of a king or queen, or other important figure. The Master Guild Artisan can act as a go-between when the player characters need to deal with such important people. There are other story examples available in fairy tales and the real world of how reputation can help (or harm).

In combat, the Master Guild Artisan has 30 hp (+ Constitution modifier x15), but is still ineffective, not having trained with military weapons or armor.

Grand Master Guild Artisan
The fifth tier Grand Master Guild Artisan has learned everything possible about their chosen crafts and may even craft enchanted items using rare materials as above with the masterwork items. The guild artisan's proficiency bonus is +5 at the Grand Master level, and may also have an additional feat or increased ability scores. The Guild Artisan also is proficient with an additional skill of the designer's choice.

In combat, the Grand Master Guild Artisan has 40 hp (+ Constitution modifier x20), but is still fairly ineffective, as guild studies ensure a lapse in military skill.

Guild Artisan


T1
Apprentice
+1
2 hp
Guild Membership


T2
Journeyman
+2
10 hp
Banking Contacts, +1 skill proficiency


T3
Expert
+3
20 hp
Masterwork Items


T4
Master
+4
30 hp
Reputable, +1 skill proficiency


T5
Grand Master
+5
40 hp
Enchanted Items, +1 skill proficiency

StardustReborn
2015-03-07, 04:03 PM
The DM is encouraged to alter Masterwork Items to fit with their own adventure/campaign, where they are used.

Masterwork Training
This feat may be taken by any player character who has access to a Masterwork Item. The Masterwork Item requires attunement, as some magic items do.
While attuned to a Masterwork Item in your possession, you double your proficiency bonus when using that item.

Masterwork Weapons and Armor may grant additional abilities to their users, if attuned. For example, a Masterwork Armor may allow its owner to dodge as a bonus action, while a Masterwork weapon may allow its owner to attack as a bonus action, or to make a trip attack as a bonus action.

The equivalent cost of Masterwork Items is determined by the advantages they bestow. However, most craftsmen will only make Masterwork Items for truly special (or wealthy) people.

To sum up, it is unlikely that craftsmen would provide masterwork items for sale. They are intended, in these rules, as story rewards. If the PCs sell a masterwork item, it is unlikely that the purchaser will be aware of its masterwork quality and will only offer coin of value for a normal version of the item. Items with a historic value may be worth more to a collector of antiquities, but rarely will the item demonstrate its masterwork abilities without the Masterwork Training feat.

Sample Masterwork Items below:

Zalathinx Scale Armor
Masterwork Armor (scale mail), (Requires Attunement)
This scale mail armor is crafted from the silver scales of the dragon Zalathinx, freely given. For a character attuned to the armor with the Masterwork Training feat, you can add 3, rather than 2, to your AC if your Dexterity is 16 or higher. (A character with the feat Medium Armor Master can add 4, rather than 3, to AC if Dexterity is 18 or higher).

Eshamriel'Lamas Masterwork Herbalism Kit
Masterwork Herbalism Kit, (Requires Attunement)
Eshamriel'Lamas is crafted from the rare herbs of the Eldanai forest, including, but not limited to phoenixfire buds, the root tendrils of awakened shrubs, and the bark of twig blights. For a character attuned to the herbalism kit with the Masterwork Training feat, you can add double your proficiency bonus to identify and apply herbs. This kit can be used to craft antitoxin and potions of healing

Mirkalasth, Ritual Dagger
Masterwork Weapon (dagger), (Requires Attunement)
This ritual dagger is crafted from steel folded with silver and the blood of imps and dretches. For a character attuned to the dagger with the Masterwork Training feat, you can make an attack with the dagger as a bonus action. If you inflict maximum damage with the attack, you heal 2 hitpoints.

GorinichSerpant
2015-03-07, 11:03 PM
This is a solid idea, but I don't think it works well with every background. What would you do with the Outsider? And some can be split up into multiple ones. The Solider Background covers everything from the warriors to the non-combatants to the generals for example.

I think that requiring both a feat and an attunment at the same time is a steep price to pay for something, unless that thing is very good. I don't know the system enough to say if it's balanced.

I would use something like this, it would give some helpful structure to what the NPCs can do.

StardustReborn
2015-03-08, 12:03 AM
This is a solid idea, but I don't think it works well with every background. What would you do with the Outsider? And some can be split up into multiple ones. The Solider Background covers everything from the warriors to the non-combatants to the generals for example.

The Outsider becomes a Guide. The Soldier becomes more skilled in combat than most NPCs. I have some rough outlines for all of the backgrounds. Thanks for the feedback about the Masterwork Items. The thing about the feat is that it can be used with any masterwork items. It represents the PC taking the time to learn the qualities of the masterwork items and how to work with them, as does attuning to the item. I am open to suggestions on how to balance it, but for the most part I am just trying to get all of my ideas out there (whether or not they are balanced) so other people can use them as they see fit.

Another reason why Masterwork Items require feats (at least as I use them), is because the Masterwork Quality on an item usually duplicates an existing feat. In a way, if you can find the materials to have them crafted by your Guild Artisan friend, you can gain several feats through Masterwork Items, all through just one feat, and attuning to the items that provide them. In a way, that might seem overpowered, but I think Masterwork Items should be extremely rare and difficult to create.

I see a Masterwork Item as potentially being more beloved than a magic item. A magic item is rare enough, but it was probably crafted by someone with access to magical spells. The Masterwork items are not necessarily crafted by someone with magic spells, but simply from skill in crafting alone (and exotic or nigh impossible materials).

More background (NPC-classes) coming up tomorrow.

StardustReborn
2015-03-08, 06:35 AM
The Guild Merchant is similar to the Guild Artisan in many ways, but differs slightly.

Apprentice Guild Merchant
The Apprentice Guild Merchant has the Guild Merchant ability as listed in the background with the same title.

Expert Guild Merchant
Instead of developing better and better crafts, however, the Guild Merchant focuses on learning social skills and languages. The designer can give the Guild Merchant an additional skill proficiency and extra language at the Third Tier. In addition, the Guild Merchant has learned the art of making Trade Deals with other merchants. This gives the Merchant a 15-20% discount on all purchases. A benefit that may be shared with the Player Characters.

Grand Master Guild Merchant
The Grand Master Guild Merchant has an even greater trade empire, with trade routes into several nearby or distant kingdoms, earning yet an additional skill proficiency and extra language. Trade Routes can provide opportunity for adventure, in addition to trade, and can be a steady source of income for any patrons or protectors of the Guild Merchant.

Example: In a current game I am running, one of the Grand Master Guild Merchant contacts the PCs have formed a relationship with gets them 4 potions of healing and 20 +1 arrows every month.

Guild Merchant


T1
Apprentice
+1
2 hp
Guild Merchant


T2
Journeyman
+2
10 hp
Banking Contacts, +1 skill proficiency


T3
Expert
+3
20 hp
Trade Deal, +1 language


T4
Master
+4
30 hp
Reputable, +1 skill proficiency


T5
Grand Master
+5
40 hp
Trade Routes, +1 language

StardustReborn
2015-03-08, 04:46 PM
The Acolyte

Initiate
The initiate has barely been inducted into the religion's mysteries, and as such has only a basic understanding of the secrets of the faith, if any at all. The initiate is proficient with all skills, tools and equipment that the background of the same name allows for, and with one additional skill of the designer's choice. Peaceful religions rarely face combat however, and so the Initiate is not usually proficient with weapons or armor. The Initiate has a proficiency bonus of +1.

In Combat, the Initiate of the Faith has 2 hp (+ Constitution modifier) and otherwise requires others for protection.

Devotee
The Devotee has a better understanding of the mystic workings of faith and as a result can use some rituals of the faith. The Devotee has a proficiency bonus of +2, and can cast Cleric spells (perhaps other classes if they are fitting to the religion) as rituals with a spellbook and holy symbol. At 2nd Tier, the Devotee can cast Cleric spells of 0, 1st, or 2nd levels.

In Combat, the Devotee has 10 hp (+ Constitution modifier x5) and must be protected. Most devotees have the means to heal their protectors however, and to otherwise aid them with divine magic.

Example: In the campaign I am currently running, this led to a very climactic and cinematic fight between a vampire and the player characters, who had to protect the acolyte while he performed a ritual to banish the evil undead.

Deacon
The Deacon has a far greater understanding of the inner workings of the church, and as a result is more skilled in the social niceties such a position requires. The Deacon also learns a new language, has a proficiency bonus of +3 and can cast Cleric spells of 3rd, 4th, and 5th levels as rituals with a spellbook and holy symbol.

In Combat, the Deacon has 20 hp (+ Constitution modifier x10) and has little knowledge of combat. The Deacon still relies on player characters (or the more militarily inclined) for protection.

Bishop
The Fourth Tier Bishop is head of all the churches in a large town or city, and can subtly manipulate the social and political strings of the city for advantage. Among other things, this means that the Bishop can call on militia for aid. If this ability is used frivolously, it is unlikely that the Bishop can use the ability again for quite some time unless there is an apparent threat. The Bishop also gains weapon and armor proficiency with whatever weapons and armor are favored by the faith. The Bishop has a proficiency bonus of +4 and can cast Cleric spells of 6th, 7th, and 8th levels as rituals with a spellbook and holy symbol.

Calling on Militia will provide 2d10 (10) militia guards of 3rd tier or lower, who remain for 1 day before returning to their prior duties. In Combat, the Bishop is a force to be reckoned with, with 30 hp (+ Constitution modifier x15), though likely with fewer hitpoints than most player characters at this tier.

Eternal
The Fifth Tier Eternal is head of all the churches of an entire nation. The Eternal learns a new skill of the designer's choice, has a proficiency bonus of +5 and can cast Cleric Spells of 9th level as rituals with a spellbook and holy symbol.

In Combat, the Eternal has 40 hp (+ Constitution modifier x20), and retains proficiency with the armor and weapon preferred by the faith. The Eternal has personal bodyguards instead of Militia, of 4th tier or lower.

Acolyte


T1
Initiate
+1
2 hp
Shelter of the Faithful, +1 skill proficiency


T2
Devotee
+2
10 hp
Ritual Caster (0, 1st, 2nd)


T3
Deacon
+3
20 hp
Ritual Caster (3rd, 4th, 5th), +1 language


T4
Bishop
+4
30 hp
Ritual Caster (6th, 7th, 8th), Call Militia, Combat Proficient


T5
Eternal
+5
40 hp
Ritual Caster (9th), Personal Bodyguard, +1 skill proficiency

StardustReborn
2015-03-09, 01:28 PM
The Charlatan

Apprentice Charlatan
The first Tier Charlatan is proficient with all skills, tools, and equipment the background of the same name calls for. The designer may also have the apprentice proficient with one additional skill of choice, or with a single simple weapon and light armor. The Apprentice Charlatan has a +1 proficiency bonus.

The Apprentice Charlatan also has 2 hp (+ Constitution Modifier), and is proficient with Wisdom saving throws.

Journeyman Charlatan
Although Charlatans are not really "guilded" per se, I've used the guild titles to indicate their level of proficiency. The Journeyman Charlatan has a +2 proficiency bonus and has learned to lie with ease and no signs of discomfort at all. The Charlatan has advantage on all Deception skill checks.

The Journeyman Charlatan also has 10 hp (+ Constitution Modifier x5).

Expert Charlatan
The third Tier Charlatan is proficient with one additional skill of the designer's choice, or with a single simple weapon and light armor. The Expert Charlatan has a +3 proficiency bonus. The Expert Charlatan also has mastered the rapid manipulation of disguises and disguise elements. The Expert Charlatan has advantage with all uses of the Disguise kit and can craft a Disguise as a bonus action. The Expert Charlatan can also use the Hide action with advantage when in a crowded environment.

The Expert Charlatan has 20 hp (+ Constitution Modifier x10).

Master Charlatan
The fourth Tier Charlatan is a true master of manipulation and information control, and has managed to hoodwink a large town or city. The Master Charlatan has a +4 proficiency bonus, and has learned an additional language. In addition, the Master Charlatan has a spy network which feeds him various pieces of information (as the DM requires for plot or story development). Informants among the city's guard or police force also aid the Master Charlatan in circumventing and interfering with legal procedures.

Example: In our current campaign, one of the PC's actually has a friendly relationship with a Master Charlatan. When he finds himself on the wrong side of the law, which is often, he can sometimes call in favors from the Charlatan to get off the hook relatively quickly. The PC also gives the Charlatan a hefty percentage of gold he's discovered, along with other items of importance. He's even stolen from some of the other player characters, which has built up some character tension. (The Players seem to be enjoying it.)

The Master Charlatan has 30 hp (+ Constitution Modifier x15).

Grand Master Charlatan
The fifth Tier Charlatan is a master of political and information intrigue, often using contacts and methods to control the policy making of entire nations. The Grand Master has a +5 proficiency bonus, has learned an additional skill proficiency, and can control powerful politicians through blackmail or extortion.

The Grand Master Charlatan has 40 hp (+ Constitution Modifier x20).

The Charlatan


T1
"Apprentice"
+1
2 hp
False Identity, +1 skill proficiency or simple weapon/light armor proficiency


T2
"Journeyman"
+2
10 hp
Master of Deception


T3
"Expert"
+3
20 hp
Master of Disguise, Hide in Crowd, +1 skill proficiency or simple weapon/light armor proficiency


T4
"Master"
+4
30 hp
Spy Network, Above the Law, +1 language


T5
"Grand Master"
+5
40 hp
Demagogue, +1 skill proficiency

StardustReborn
2015-03-11, 07:56 AM
The way the advanced Criminal differs from the Charlatan is the manner in which they perform their crimes. The Charlatan works on trickery while the Criminal more likely results to robbery and skullduggery.

Criminal

"Apprentice" Criminal
The first Tier Criminal is proficient with all skills, tools, and equipment the background of the same name calls for. The designer may also have the apprentice proficient with one additional skill of choice, or with a single simple weapon and light armor. The Apprentice Criminal has a +1 proficiency bonus.

The Apprentice Criminal also has 2 hp (+ Constitution Modifier), and is proficient with Dexterity saving throws.

"Journeyman" Criminal
The second Tier Criminal has grown more proficient with weapons, skills, and equipment, and now has a +2 proficiency bonus. In addition, the Journeyman Criminal has mastered the art of stealth and can now make Dexterity checks in the Hide skill with advantage in shadowy environments. The Criminal is also now proficient with all simple weapons and light armor.

The Journeyman Criminal also has 10 hp (+ Constitution Modifier x5).

"Expert" Criminal
The third Tier Criminal has continued his mastery of skullduggery, gaining an additional skill of the designer's choice. The Expert Criminal has a +3 proficiency bonus. The Expert also has developed a small network of criminal agents or assistants who will turn an eye for the right coin, and help distract guards or police for a little bit more. Like the Charlatan, the Criminal at this tier can also make Dexterity checks in the Hide skill with advantage in crowded environments.

The Expert Criminal has 20 hp (+ Constitution Modifier x10).

"Master" Criminal
The fourth tier Criminal has a much larger network of criminal agents and assistants and as a result has learned an additional language. The Master Criminal has a +4 proficiency bonus. The Master Criminal also has plenty of informants throughout a large town or city. Agents of the law will have a difficult time finding a Master Criminal.

The Master Criminal has 30 hp (+ Constitution Modifier x15).

"Grand Master" Criminal
The fifth tier Criminal not only has an extensive network of criminal agents and assistants, the Grand Master is revered as a crime boss and a master of organized (and sometimes unorganized) crime. The Grand Master has a +5 proficiency bonus. While it can sometimes be more difficult to hide identity as a result of becoming a Grand Master Criminal, usually such a person has a well developed infrastructure and expertise in disinformation that reputation alone can be a deterrent for unwanted interference.

The Grand Master Criminal has 40 hp (+ Constitution Modifier x20).

Criminal


T1
"Apprentice"
+1
2 hp
Criminal Contact or Spy, +1 Skill proficiency or single simple weapon and light armor proficiency


T2
"Journeyman"
+2
10 hp
Hide in Shadows


T3
"Expert"
+3
20 hp
Lookouts, Hide in Crowd, +1 Skill proficiency or single simple weapon and light armor proficiency


T4
"Master"
+4
30 hp
Underworld Contacts, Beneath the Law, +1 language


T5
"Grand Master"
+5
40 hp
Crime Boss

Amnoriath
2015-03-11, 09:00 AM
While I like the ideas being used to diversify NPC influence the real question ought to be are these ever intended for players who want to expand their background? As of now you have quite interesting and capable NPC's but nothing in which a player can use because of the different proficiency bonus and lack of hit die as well as other standard class fare.

StardustReborn
2015-03-12, 10:28 AM
As I've designed them, they're not intended for player characters. They are considerably weaker in terms of combat (effective 2 hp per level), and lower proficiency bonus, than player characters. Not to mention that many of these "classes" have no proficiency with weapons or armor. This is mostly a DM tool to help rapidly create NPCs that may share the same background as some of the PCs, or just be interesting contacts or henchmen, if you want to dare use that 2nd edition perspective.

At most, what I as a DM have done is allowed the Players to design the NPC-contact their PC is likely to know. Ultimately, it is a way to provide story awards that lead to interesting possibilities of either conflict or greater rewards. No to mention that these contacts will most likely have quite a number of quests or things that only the Player Characters can accomplish for them.

I am not saying that it's not possible for a Player Character to have access to higher ranks in an organization or to have some benefits associated with that. What I am suggesting is that Player Characters have a social disadvantage in the world (unless most of the adventures are part of the social environment), while these NPC classes (who do not go out and "adventure") do not. A PC may eventually have access to a spy network, for example, or some other benefit of an organization. But actually running that spy network (and controlling every aspect of it) would not be something that an adventurer-type PC would be likely to have time or skill for. Of course, if you are running your game (as a DM) in such a way that allows for that sort of thing, I'm afraid I don't have rules for that here.

EDIT: Think of it this way. James Bond is an adventuring PC. The leader of the organization (the one played by Dame Dench, whose character name I've forgotten) is probably a retired PC, with more of the qualities of one of the NPC "classes" presented here. It would be possible to unretire her and bring her back out on the field, but she wouldn't have access to the same abilities she would have in the office.

StardustReborn
2015-03-13, 11:39 AM
Entertainer

"Apprentice" Entertainer
The first tier entertainer is proficient with all tools, skills, and equipment the background of the same name provides for. The designer may also have the entertainer proficient in an additional skill of choice, or with a flashy weapon that is often used for entertainment purposes (such as a whip, rapier or even a handgunne if you are using them in your campaign). The first tier entertainer has a proficiency bonus of +1.

In combat, the Apprentice Entertainer has 2 hp (+ Constitution modifier) and is proficient with Charisma saving throws. Not being proficient in armor makes the entertainer a target for less merciful foes.

"Journeyman" Entertainer
The second tier entertainer has a proficiency bonus of +2, and has also learned to cast bardic spells in the ritual manner with spellbook and arcane focus in hand.

In combat, the Journeyman Entertainer has 10 hp (+ Constitution modifier x5).

"Expert" Entertainer
The third tier entertainer has learned to use various performance styles to advantage, and also has a proficiency bonus of +3. With the Practiced Theatrics ability, the entertainer can take advantage on any three skill or ability checks while performing, regaining the use of this ability after completing a long rest.

In combat, the Expert Entertainer has 20 hp (+ Constitution modifier x10).

"Master" Entertainer
The fourth tier entertainer has acquired a great amount of attention from various sources, having become Famous or Infamous (depending on style), resulting in such things as free drinks, meals, or lodging, a fan base, and/or the unwanted attention of political or law enforcement agencies. The players often come up with interesting ways to use this for various campaigns, but a famous entertainer can provide quite a distraction if the PCs need one. A Master Entertainer has a proficiency bonus of +4 and has learned proficiency in additional skill of the designer's choice.

In combat, the Master Entertainer has 30 hp (+ Constitution modifier x15).

"Grand Master" Entertainer
The fifth tier entertainer has grown further in abilities to entertain and popular notice, becoming (for lack of a better term) an Acclaimed Star. Not only does the Entertainer provide a distraction, the grand master has significant attraction to large populations. Such power may be courted by politics or worse. Cultists, dragons, or other powerful enemies will likely want to use this power if they can. The Grand Master has a proficiency bonus of +5.

In combat, the Grand Master Entertainer has 40 hp (+ Constitution modifier x20).

Master Elodin
2015-04-11, 11:00 AM
I would just like to say that these are great tools for NPC building that I'd love to adopt in my game. Out of interest, do you have any more?

Tenmujiin
2015-04-11, 11:10 AM
The proficiency bonuses should either start at +2 and go to +6 or there should be an extra tier on each 'class' so that they aren't locked out of reaching the last level of proficiency.

Edit: I realise that these are meant to be weaker than a PC class but proficiency is not the area to make them weaker IMO since it dictates their ability in the area they are meant to be equal to or better than PCs (crafting for guild artisans for example)