Making our favorite games even better
The idea for this House Rule grew out of my original idea to develop Half-Elves as more of unique and variable race given their hybrid status. An Half-Elf raised among rural Humans is going to be culturally different than one raised in a cosmopolitan planar city like Sigil or raised among the Fey Lords in the Feywild or in the forests of Silvanesti. That is just the cultural differences which wouldn’t take into account variations in biology. A Liger is very different than a Tigon despite both being half lion and half tiger. I also remember a version of D&D that had a whole lot of options at character creation using a GURPS style point system. Anyway, before I digress any further here is my idea. The addition of Character Focus below is not enough to make the pc’s substantially more dangerous and can be easily countered by having important NPC’s partake as well. It is really for flavor, roleplaying, and differentiation between PC’s. Using these traits as a guide it should be fairly easy for a player and a gm to invent their own character foci too.
Before I go into Focus I just wanted to highlight a character trait that should actually have a big impact on pc’s in your game.
Advantage of the Majority: This trait is free to all members of the dominant race, sex, religion, or caste in a given region. The character is more likely to blend in and not attract attention and enjoys many privileges from having easy access to foods, gear, weapons, and armor for their size and shape to having the right to vote or wield certain weapons or wear certain clothes or colors. The character’s advantages may be invisible to them and should the character go into an area in which they no longer have this background applied to them they may find things to be very strange and have a hard time adapting. In most worlds this applies to human PC’s.
Each PC gets access to one Character Focus that shows a key part of who they are and what they spend their down time doing. A Rogue who is well connected in a legal merchant guild is going to roleplay differently than a Rogue who is a Savant with thieves tools. A Paladin carrying his father’s shield blessed by Brennan the demigod of protecting children is going to have a different feel than the Paladin Weapon Specialist.
Well Connected: Based on your character’s background you have a wide range of contacts giving you an “in” and respectability within that field or organization and a constant source of general information that can be turned towards specific information at a price. A guild member will know the gossip in the guild and a secret or two and easily find themselves well ensconced in a new city and probably find a few leads on guild and adventure work. A criminal knows the major players in the shadows and recent critical events from the point of view of the underworld. A noble knows that Baron Schwine has the finest hawks in the Marches and recently decided that he would pay a fortune to the noble adventurer who brings him a griffin egg. A travelling Sage who was well connected would be welcomed upon arrival at Candlekeep. At GM discretion the PC can have advantage on certain social or investigative rolls involving their social circle and can use the group’s influence in certain social interactions with outsiders. A lowly street gang member is easier to intimidate by a made thief of the Guild than a random no name thief. It is wise for the Well Connected PC to share time, knowledge, and money on her contacts even if it is just a drink or lunch or an hunch. The more lubricated the contacts the better the gossip flows back. The difference between a well connected Noble and a Noble with just the background would be that the Noble knows the daughter of the Duke and has maybe exchanged words once or twice but can’t get invited to her party while the well connected Noble who had never met the daughter of the Duke could in an afternoon of conversation at a local Baron’s luncheon find themselves with an invitation upon arrival back home. The DM is encouraged to have random NPC’s recognize the PC and to have heard stories about them throughout the game. The PC just knows people who know people.
Wealthy: The PC starts with an additional 100 gold pieces or adventuring equipment worth an equivalent amount, or tradeable goods worth at least 250 gold pieces that would need to be sold a sizable distance away and includes an hireling and a mule and wagon for overland travel or part of a cargo hold for overseas travel. The Wealthy PC would of course be wise to hire protection on such a journey. Wealthy PC’s tend to attract wealth but need to spend it as well and don’t take well to modest lifestyles. A Wealthy PC knows how to act and dress higher status and knows the best inn in Waterdeep before she had ever been there. If the PC’s want to sell a minor magical item legally the wealthy PC might know who would be interested and who would be able to afford it. The DM is encouraged to have money flow in the direction of this PC and the PC is encouraged to spend freely and often.
Heirloom: The PC has one very expensive and valuable piece of property that they inherited and treasure. They would never sell the item or allow the item to be taken from them. It could be a mastercrafted sword or a suit of half plate worn by a famous Paladin ancestor that inspired the PC to take on the adventuring life or even a minor magical item passed on by a loved one when they died. It should be an item that would grow in power with the PC and their legend. One cannot picture Raistlin Majere without the Staff of Magius even if the only magic he could do with the staff was a light spell at 3rd level. Torvald’s father’s battleaxe soaked in the acidic blood and soul of the adult black dragon he had slain and from that day dealt acidic damage on his foes and later slew a demi-lich forming a strong antipathic resonance against the undead. The DM should find some sort of excuse or work with the player to make the heirloom scale and remain a key part of the PC as they become more legendary. Torvald after all had passed up on some pretty looking axes with heavy enchantments on them when they arrived in Sigil.
Weapon Specialist: The warrior has a favored weapon that they spend inordinate amounts of time mastering to the exclusion of a vast chunk of their social life. With a specific weapon type the PC has a +X added to their attack with X representing the number of normal attacks they can do in a round. At first level this would be a +1 bonus but a fifth level fighter would be +2 because they have two attacks. When the PC increases their bonus they gain an additional favored weapon.
Acrobatic Defender: +1 bonus to AC as long as the character has freedom of movement.
Shield Specialist: The character adds their Proficiency +1 to their AC when using a Shield instead of the +2 to AC a Shield normally provides. Whenever an attacker misses the Shield Specialist by more than 10 they open themselves up to a bonus action called a shield bash which is an attack that uses the shield and does 1d4 + Strength damage. A Magical Shield provides the AC bonus to the attack and damage rolls just as if the Shield was a magical weapon.
Elemental Affinity: PC is resistant to a type of energy damage like acid, fire, cold, or thunder. The PC gains a +1 bonus to Skill rolls involving the element and +1 damage when using weapons or magic involving the element. For example a PC with a fire affinity would have a talent for starting the camp fire, wielding a flaming sword, or casting a fireball. More exotic resistances are possible with DM approval and PC background such as being a Fire Priest’s acolyte or being a distant descendant of a race resistant to that type of energy.
Magical Prodigy: The PC is extremely talented with a school of magic and gains an extra cantrip and an extra level 1 spell slot for that school. For those without a spellcasting class they gain just a cantrip. Should the Prodigy ever get trained in a spellcasting class and gain a level they would then gain access to the extra level 1 spell slot.
Studious Spellcaster: The PC has worked very hard to learn how her magic works and how to stretch her capabilities. Her Spell save DC has a bonus of +1 and she learns 1 additional spell at character creation.
Battlemage: The PC is talented with combat spells and cantrips. The PC adds their Dexterity Modifier to their Spell Attack Modifer for combat magic that needs a spell attack roll.
Savant: Character is extremely proficient at the basics of a skill or tool or instrument. The Savant counts a roll of 7 or less as a 7 with any tasks involving that skill.
Attractive: The attractive PC has advantage on social rolls with someone who finds them attractive at the DM’s discretion based on the social situation at that time. The PC spends an inordinate amount of time focused on highlighting their beauty or handsomeness at least from the point of view of the Weapon Specialist. The PC might be reluctant to undertake tasks that might diminish their attractiveness like crawl around in a sewer. A troubadour, artist, or actor can really leverage their attractiveness when performing and often earn more pay than other entertainers of greater skill.
Gifted Healer: Any use of a Healer’s kit or Herbalist’s kit or magic to provide aid to an injured or otherwise hurt individual gains the injured character a bonus hit point per die rolled.
Fleet Footed: Speed increases by 10 feet. The PC spends much of their spare time running or swimming and can also run longer distances as well compared to less focused characters.
Green Thumb: The PC has a special knack with plants and has advantage with all rolls using an herbalism kit or Nature rolls involving growing or tending plants. Plants just seem to be brighter and healthier around them. Sentient and semi sentient plants react positively to the PC who has Advantage on any social rolls involving plant creatures.
Tough: Has an extra 2 Hit Points at character creation and an additional 2 HP per level afterwards.
Sentinel: +5 bonus to passive Perception rolls. Pick one sense and have advantage on all rolls using it.
Well Traveled: Familiar and comfortable with different cultures and races the PC has a very cosmopolitan view of the world. The PC is unlikely to make a faux pas when interacting with exotic beings, foreigners, nobles, and rustic folks and counts a 5 or lower as a 5 with all skills they are proficient in that involve interacting socially or involving academic knowledge of them and their traditions. Common among traveling sages who can become quite valuable to leaders and merchants hoping to begin diplomacy or trade with little known peoples. Well traveled PC’s gain an extra language and have an easier time learning new languages as they can learn without the need of an instructor if they are immersed in an area with the language and culture. Their training time is also cut in half.
Darkvision: A PC of a race that doesn’t have this trait gains Darkvision of 60′. It may be as a result of pact with infernal or fey beings or as a result of an ancestor from another race or from exposure to wild magic or even an experimental potion.
D&D House Rules: