Guild Artisan | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Thu, 09 May 2019 13:06:40 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.1 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Guild Artisan | Nerdologists https://nerdologists.com 32 32 Dungeons and Dragons Character Races – Half Elf https://nerdologists.com/2019/05/dungeons-and-dragons-character-races-half-elf/ https://nerdologists.com/2019/05/dungeons-and-dragons-character-races-half-elf/#respond Thu, 09 May 2019 13:04:03 +0000 http://nerdologists.com/?p=3073 Final character race in the Player Handbook. There are plenty more in other books like Xanathar’s Guide to Everything or Guildmaster’s Guide to Ravnica. I’ll

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Final character race in the Player Handbook. There are plenty more in other books like Xanathar’s Guide to Everything or Guildmaster’s Guide to Ravnica. I’ll let you explore those as I haven’t explored all of them yet either.

Half Elves fall into the category of a race without a home. They feel out of place among humans and among elves. Being that they don’t look quite like either, half elves, where ever they go, are going to stand out. They are welcome in human cities, but still remain apart, whereas elves tend to look down on them for their mixed blood. This is going to be a pretty standard hook that you can use for your player character to go adventuring, they’ve needed to wander for a long time. I will say, play this carefully, though, as racism is going to be an issue for some people at your table who have been passed over for race or some other ism in their life. Just be aware of your table to know if it will work to play that trope.

Statistically, Half-Elves are a great race to play. You get a bump to Charisma and two other abilities of your choice. That means that the half elf is set-up to play anything and often is the face of the party. And the two other ability scores makes it really good at anything else, whether your want to be a barbarian or a wizard. They also pick up Dark Vision and Fey Ancestry, which gives them advantage against being charmed, from their elven half, and two skills of their choice from their human half. The skills, again, make them good at anything.

Image Source: Wizards

Beyond that, how do you play a half elf. I think the big thing is that you don’t have a home. But beyond that, when you did have a home, where did you grow up? Did you grow up in elven society or human society. If you grew up in Elven society, check out my article on Elves. If you grew up in Human society, check out my article on humans. You are going to have some traits of the other, but where you grew up is going to shape you. If you were cast out at a young age from both societies, that is going to shape you as well.

I don’t know that there is a ton more to say about half elves, so let’s jump into some backstories.

I was born to an elven mother and a human father. I’ve been told that is the way that you don’t want things to go. But from what I’ve seen, no one treats half elves all that well. We were cast out of elven society, and that was that. Things were fine for a few years, until my father died at the age of 50 while I was still fairly young. Our Elven clan wouldn’t take us back in when that happened as I was still a half breed and we were forced to live on the street before my mother became a handmaid for a noble house. It wasn’t the work that she wanted, but human nobles value elven help as they can live through generations and be with the family a long time. I was being groomed to join the nobles guard when another elf in the families employ accused me of stealing, which I didn’t do, and got me kicked out of the house as well as my mother. I want to clear my mothers name so she can have at least a decent life again and make whomever did frame us pay.
Class: Fighter
Background: Soldier/Urchin
Alignment: Chaotic Good

Image Source: Geek & Sundry

I come from a noble house. As a half elf, t hat is pretty nice, and better than I’ve seen a lot of half elves treated. It was a treaty that was signed between a human house and an elven house that was sealed with a marriage that led to me. I was given a nice comfortable life and I didn’t have to do anything that I didn’t want to. What I wanted to do was sit around and read books, so that is what I did. Then, however, someone broke the treaty. I don’t know who broke it first, but the humans claimed the elves did, and the elves claimed the humans did, and my family was torn apart. Things were said on both sides, but I haven’t seen my father in several years now. The war that is breaking out is bad, and I’m searching for a way to solve it. I believe that I’ve found something in a higher power, but until I know for sure, I try and help as much as I can.
Alignment: Lawful Good
Class: Paladin/Cleric
Background: Sage/Noble

A deal was made before I was born for my soul. I don’t like it at all, but that is what my mother decided for me. She was in a tough spot, on the run after she’d stolen money from a crime baron and she had been nearly caught. She was hiding in the woods and crying, praying that someone would help her, when a beautiful and powerful looking elf showed up and agreed to help. He was able to deal with the criminals who were chasing her, in exchange for me. I wasn’t conceived yet, but nine months later, there I was. We lived a simple life with my mother using her stolen money to set-up a shop. I worked with her there, eventually taking over most of the business. Then one day, the same elf knocked on the door and said that they had a job for me, and that it was time for me to start fulfilling my part of my mothers deal. And what I need to do for him starts with dealing with the crime baron.
Alignment: Anywhere on the good spectrum
Class: Warlock – Fey Pact
Background: Guild Artisan

Those are just some ideas. You can see that I lean into playing with the birth of the characters to determine some of their life story and how it’s influenced them as a half elf.

Have you played a half elf in a game of Dungeons and Dragons? Was it for the stat bonuses or for the role playing aspect?

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Dungeons and Dragons Character Races – Elves https://nerdologists.com/2019/03/dungeons-and-dragons-character-races-elves/ https://nerdologists.com/2019/03/dungeons-and-dragons-character-races-elves/#respond Wed, 27 Mar 2019 13:51:01 +0000 http://nerdologists.com/?p=2934 I figured I’d go next for playing Dungeons and Dragons and talk about playing the different races. Previously I’ve done series on classes and backgrounds,

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I figured I’d go next for playing Dungeons and Dragons and talk about playing the different races. Previously I’ve done series on classes and backgrounds, but there’s another piece to your character creation, and that is picking your race.

For this series, I’m going to be focusing on races from the PHB (Players Handbook) and not some of the extra places that might have more races like Volo’s Guide to Monsters, Mordenkainen’s Tome of Foes, or Xanathar’s Guide to Everything. Those are extra things that are cool to pick up and add into your game, but you don’t need them, having the PHB is needed.

Image Source: Wizards

Elves

Elves will be the first race that we talk about, for no other reason than they popped into my head, and as I was reading Mordenkainen’s Tome of Foes, t here was a nice section on them that I remember fairly well.

Dungeons and Dragons, like most fantasy, pulls from JRR Tolkien’s Lord of the Rings when it gets its idea for elves. The elves are long lived, generally lean towards being stand offish and aloof, because they see the world in a different way than your average human would.

An elven adventurer is probably a couple hundred to five hundred years old and has had more of a chance to hone their craft. For elves, the reason that they do go adventuring, often, is because they want to leave their mark on the world. They have hundreds of years to do that, but that also means that their mark on the world is going to be more permanent. It also means that something that might be bad for a human, because it affects their short life, might not seem as pressing for a elf. If, for example, a goblin horde was threatening an area, it might be easier for an elf to just leave that area for a little bit and let the natural infighting and breakdown of goblin society happen through a couple of generations before returning, because the elves live so long, they can simply outlast the issue. Needless to say, that view might annoy your other party members.

That long view and ability to see the larger picture are useful in dealing with some situations, but it also is going to cause issues in other situations. You aren’t going to be able to relate as well to your shorter lived companions, and you might not become attached as easily. This is another reason that elves tend to be aloof. So think about that as you play as well, as you want to have a balance and not just be the outsider who is observing everything. It might also mean that you are more apt to overlook a more pressing issue as you’re paying attention to the expected longer term outcome.

Image Credit: Flavorwire

Another thing to consider, based off of the age of your elven adventurer, is how they are treated in both elven and non-elven society. In a human society, an elves knowledge when they are one hundred is going to be considered impressive. In elven society, an elf who goes adventuring at one hundred is going to be considered an impetuous youth. So even though human society might treat them differently, an elf who is one hundred is still probably going to show respect and defer to the human elders.

Let’s talk a bit about the other thing that is often taken from Lord of the Rings, and that is the elf and dwarf rivalry and mistrust. This is something that still shows up fairly often in games, and is something that you want to handle fairly carefully. What you’re trying to avoid is the racist elf and dwarf interactions where they hate each other and just pick at each other. In Lord of the Rings, Legolas and Gimli don’t trust each other at the start, and it comes out in rivalry in battle, because they have a central focus they can both get behind. In your game, you can certainly play to that, and you can certainly have the characters poke fun at each other as well. But try to avoid open hostility or combat with another PC or even with dwarves in general, as that’s not something you really want to bog down a game with.

Finally, let’s talk a bit about the mechanics of an elf. Obviously, we’ve talked about their age, but there are a few other components. First, elves start out by getting dex bump. That means your elves are going to always make good rogues, monks, and rangers who focus on the light or dexterity based weapons. They also have darkvision (most races do), but they have a couple other big things. Fey Ancestry means that they can’t be magically put to sleep and they are harder to charm, aka they have advantage to being charmed. They also don’t sleep, elves trance. In Mordenkainen’s Tome of Foes, they really go into what trance means for an elf, and why that happens, but what it means for mechanics in the game, it means that they only need four hours of rest to refresh each night, and are not as oblivious to their surroundings as someone who is asleep would be. They can’t be the lookout (or they’d be a bad one) while trancing, but it makes setting watch easier.

So let’s come up with some elven character concepts and backstories.

As a member of the royal household you thought that your position and life was going to be set and simple. You lived for a couple hundred years in the lap of luxury before your younger sibling decided that they wanted your spot. When your parents died, you prepared to take on added leadership and responsibility that was expected for you, however, you had missed that your sibling had been planting lies and distrust around you in the community. They decided that your sibling was more fit to rule and you were exiled from the tribe. After thirty years of living off of the land and plotting your revenge, you feel like you might have an idea, you just need a few things first.
Class: Ranger
Background: Noble
Alignment: Chaotic Good

Image Source: Geek & Sundry

You were sent away by your parents to the wizarding school in a neighboring nobles lands. It was a great school, and since you’ve always had aptitude for learning, you dove into your studying. After fifteen years, you started teaching introductory classes, but you mainly did that so you could stay around and continue your own studies and have access to the library. Your teacher, who has other responsibilities than just teaching you, eventually got fed up with you after another ten years and told you that you were going to be kicked out of the tower and your library card suspended until you got some practical experience in your life and maybe had an adventure or two. You took the opportunity to visit another wizarding school, but your teacher was one step ahead of you, and they knew to send you on your way. Now you’re looking for an adventuring party to give you some simple experiences, just enough so you can get back into the school and to the library to learn some more.
Class: Wizard
Background: Sage
Alignment: Lawful Neutral

Your family was a lesser known one in your elven community. People didn’t look down on you, but it had been generations since anyone in your family had done something that people really appreciated and remembered. Otherwise you were just kind of there. Your parents weren’t content with that, however, and they sought more for you. Eventually reaching out to an Archfey to see if they could help your family. Knowing fey creatures, that wasn’t that great an idea, but it did help their standing to have that connection. For you, when you were born, there was already a claim on you, and your parents didn’t treat your like your sibling, but you were kept separate. When you were seventy-five, you were sent off to work for the archfey as they had agreed upon before you were born. The work there was interesting, and they sent you out adventuring. In your mind, though, you feel slighted, you feel like you haven’t head the real life you were supposed to have, and you are looking for a way, and trying to hide the fact you’re looking, to get out of the deal that your parents made.
Class: Warlock
Background: Urchin/Outlander
Alignment: Chaotic Good/Chaotic Neutral

Elves can really work for any class and background combination as they live such long lives they can study a lot of things and try a lot of different professions. I tried to come up with things that seemed particularly elf like for each of the backstories, but I think that, because of their long life, a lot of these stories also work for other races.

Have you played an elf before, do you lean into their age or their aloofness when you play them?

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D&D Campaign Building https://nerdologists.com/2019/02/dd-campaign-building/ https://nerdologists.com/2019/02/dd-campaign-building/#comments Wed, 06 Feb 2019 14:19:59 +0000 http://nerdologists.com/?p=2795 I decided it was time to jump back into some D&D topics, and I wanted to try something a little bit different, instead of just

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I decided it was time to jump back into some D&D topics, and I wanted to try something a little bit different, instead of just dispensing advice, I wanted to go through the process of building out a campaign that I may (or may not) use in the future.

If I do use it, for potential players who might read it, things will be tweaked, so you can’t count on everything.

Image Source: Wizards

The First Question?

Do I build this as an epic adventure game or a smaller more focused game?
I wrote an article on this recently, and the basic idea, just to recap fast, is that some games take place over a whole continent or planet or even planets and planes. Think Lord of the Rings which was spread out over so much area. Other games focus on a much smaller area, think Dresden Files, sure there is a whole world, but it takes place in the Fae realms and Chicago, with minor excursions elsewhere, but that’s in the later books.

For this game, I want to try a smaller focused game that’s going to primarily take place in a trade port, I think. Or some trading hub. I don’t want it to be the biggest trading hub though, so probably something that is set off in a further province of a kingdom that sends something important out, versus bringing a ton into the town.

The advantage of having it be a town that size is that it’s still manageable and there are still going to be interesting characters and shops around. I think I want it to be that they are one of the spots that granite or some other type of fancy stone is sent out from in this world. Gold or any type of metal would draw too much attention, but something like granite would be something that the rich want, but wars aren’t always being fought over. But it’s still a good money making opportunity for people, because the granite will sell for a pretty penny.

Image Source: Wizards of the Coast

There’s another advantage to having it be something like a stone or a metal, and that is that you can have a wide variety of races around. Dwarves would be around to help mine. It’s a remote area so you’d likely have elves around. Gnomes often have an artisan sort of background, so they could be making trinkets and what not from the granite. But it most certainly gives you options. You’d have just background wise, sailors who would be transporting the granite on the river who might retire there. Soldiers and mercenaries who guard the granite. Artisans who sculpt but also artisans who write up the contracts and things like that. A town like this would have a heavy religious influence of probably a couple of gods. You’re remote enough that an outlander character could easily come wandering into town.

Image Source: D&D Beyond

Next question I’m going to ask, which is going to be the next article, is what about magic in this town. You can see how deciding on the scope of your game really allows you to decide on what is important to the story. And you can see some of my thought process to end up with a town that can basically be described as the following:

A remote trade town that provides most of the granite for the Kingdom of the Sevens.

I could certainly say more about it than that, which I did, but that gives me a starting place for my game. You could also see people starting with the big plot idea, but I have a few floating around in my head that I’ll come to eventually.

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D&D Backgrounds: Guild Artisan https://nerdologists.com/2018/06/dd-backgrounds-guild-artisan/ https://nerdologists.com/2018/06/dd-backgrounds-guild-artisan/#respond Wed, 13 Jun 2018 13:34:54 +0000 http://nerdologists.com/?p=2330 It’s been a bit, but I wanted to come back and finish off the players handbook backgrounds.The first one that we come back to is

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It’s been a bit, but I wanted to come back and finish off the players handbook backgrounds.The first one that we come back to is the Guild Artisan.

Image Source: Wizards

The Guild Artisan is an adventurer that has had a profession. They are or have been part of the cartographers guild, the blacksmith guild, or any other skilled trade that they might choose. This doesn’t include things like being a wilderness guild as the artisan guilds all focus on some sort of end product. Even if you are just doing calligraphy work, the people who are commissioning the work.

This background is also one of the few backgrounds that encourages you to have down time. Technically, to stay in good standing with the guild, you need to be paying in your guild dues, which aren’t cheap, and while you might make that back in your adventuring, you’re probably better off actually using your guild skill in some down time to use your trade and make more money that way. Because you are paying your dues, you end up getting the benefit of having connections in a lot of spots and a spot to stay with your guild. This is pretty standard for every class, they always have a spot to rest your head if you are willing to look for it, but with the Guild Artisan there is a chance that it can be taken away from you.

So how could you make interesting characters with this?

Image Source: D&D Beyond


In your small coastal town you had a nice little shop. You wrote up the papers for the various shipping merchants that came through and kept track of the payments and which ships had come in. Life was peaceful until a new crew came into town. You got suspicious when their manifests for their shipments didn’t seem to match-up with what you would see in the warehouses. You decided that it was in your best interest to keep an eye on what they were doing and you started snooping around, however, they caught you looking at something you shouldn’t be. They gave you an option, act like nothing happened and help them create forged documents or swim with the fishes. You didn’t want to help them, but that was better than being killed, so you decided to help them. They brought you aboard their ship and you spent the next six years of your life sailing with them and creating documents for them as well and creating their actual business documents. Once they started to trust you, you were able to pick up some skills with the sword and when they had drunk too much at port one time, you took the Captain hostage and brought him to the guards. That got you your freedom, but now you have a black mark on your name. If you can crack a legendary code that hangs in the head quarters of your guild, you might be able to get back in their good graces and make a real living again. Fortunately you have a clue.

Class: Rogue – Swashbuckler
Alignment: Neutral Good


Ting, ting, ting, that was your life for a long time. You were known as one of the best armor makers in your clan, and in the city of Shinholm. You had grown to be quite well known and you had a ton of money, a nice house, and a happy life. Things were going well for you. Then one day the guards knocked down your door and dragged you out into the street. A grieving widow stood in the street and was screaming how you had killed her husband and it was your fault because of your shoddy armor that he had died.There was a trial, but the man had been a popular up and coming noble and while you could tell that the armor he had died in was a forgery of your own, you quickly realized that there were other things going on behind the scenes and that fact didn’t matter. You resigned yourself to your fate, and realized that the gods were looking down on you still when you weren’t hanged like you had suspected but instead were sent to fight on the front lines. There you made a name for yourself when you improved your shoddy armor and you got noticed by an Elven lord. However, you wanted to get back into the good graces of your own lands, you have a shot if you can catch the person who forged your armor as  you’ve started to see forgeries floating around in the elven lords lands now. You just need help since you can be the muscle, but the finer details should be left to someone else.

Class: Fighter
Alignment: Lawful Neutral

Image Source: Geek & Sundry


Your leather work was known throughout the lands, the quality of the work that you did was always some of the best. But you had a secret, you didn’t love the work that you did, you just were good at it. Instead of making things with the leather and exotic hides that were brought in, you preferred to get those hides yourself. One day a woman came in looking to sell you some hides and with a story of a mythical beast whose hide would make the greatest leather armor ever. You became obsessed with this and looked up everything you could about it. Now you have a clue as to where this beast might be, but you know you need to hone your hunting skills before you’ll be able to take it on.

Class: Ranger
Alignment: Any


Filthy, stinking, rich, that is your goal in life, to become filthy stinking rich. You’ve done a pretty good job of getting some wealth, but it isn’t enough. You want more, and while your beer and wines are getting better, you needed to learn how to make even better wine and beer. There was a monastery up on the Higlanch Mountain range that was known for the greatest beers in the world, and that was your goal, to study under them, take what you learned, and then get filthy stinking rich. However, it wouldn’t be that easy, the monks only take in the best, and they can tell that you’re there for the money. They give you a way to prove yourself, and they expect you to train in their ways while you do. Now you’re using the rest of your money to get others to help you complete these quests from the monk, so that you can focus on your training and not end up dead, before you get, you know, filthy stinking rich.

Class: Monk
Alignment: Lawful Neutral
I debated for half a second if this character was evil, but I don’t think they are. They are certainly not good, but they are mainly focused on their single goal. But they aren’t trying to steal the recipe of the beer from the monks, they are just trying to find an easier way for themselves to get the recipe by having other people do the work for them. I feel like they would be the proud leader type of the group while not actually being able to lead.


Have you played a Guild Artisan before? What sort of trade did you have in your background, and did it come up in the game?


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D&D Background: Introduction https://nerdologists.com/2018/02/dd-background-introduction/ https://nerdologists.com/2018/02/dd-background-introduction/#respond Mon, 26 Feb 2018 16:48:58 +0000 http://nerdologists.com/?p=2191 After having people enjoy my class articles and how to play a certain class, I wanted to get back to it and talk about the

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After having people enjoy my class articles and how to play a certain class, I wanted to get back to it and talk about the different backgrounds in Dungeons & Dragons. This first post I want to do as an introduction to backgrounds, and then later I’ll cover a few backgrounds at once in various posts and talk about them in more detail.

Image Source: Wizards

What is a Background?

Seems like a pretty straightforward question and answer. A background is what your character did prior to becoming an adventurer. The less straightforward part is that your character might not have done that thing in a while. For example, if you were an urchin and you’re now 50 years old, you weren’t an urchin that recently. It can also be very recently, though; maybe your adventuring started when you, with the criminal background, were caught by the owner of a mansion and instead of reporting you, they were impressed by your skills, so they hired you to do a job for them and leave them alone, and that’s where the game is starting.

I like it when players use their background to enhance a mystery or something in their backstory that I as the DM can grab onto as a plot hook. It doesn’t have to be a huge plot hook, but if there is something interesting, like an intriguing NPC or place or monster that is in your background, that helps me flesh out the world so that as a player, you feel more connected. Even if you’ve closed your past off — everyone is dead, I now have a traumatic event that happened in my past, etc. — how do you react when something like that happens again?

How Much Should You Use the Book for Backgrounds?

This is a situation where there isn’t really a right answer. As much or as little as you need to. The nice thing about the backgrounds from the player handbook (PHB) is that it helps you figure out things like flaws, personality traits, etc. if you’re having troubles or you only have a loose idea. The downside is that sometimes people feel beholden to use the ones that are in the book. I let my players tweak things as needed, or if they have an idea for a flaw, bond, personality trait, or ideal already, we make it so it works in the game. What you’re trying to avoid is making a character that is Batman and who doesn’t really have a personality, flaw, or bond.

Image Source: D&D Beyond

Wait, What’s All in a Background?

A background is something that you’ve done in your past that was an important part of your life. We kind of covered that in the first part, but this is something that defines you heavily at the start of your game. Things can change as your character develops and as possible flaws are overcome or bonds aren’t bonds anymore. Let’s talk about the different parts of a background, though.

You generally start by picking out a single background — it might be that you were an urchin or criminal as mentioned above, but maybe you spent most of your life studying and were a sage, or you did something amazing and became a folk hero. There are a number of these options in the PHB and more in other books. I don’t have all of the other books yet, but I’ll probably be adding some as time goes on.

In each background, you have a few tables that you can roll on or pick from, and this is what I was talking about in the above section. Each background has a table containing personality traits, and then tables for flaws, bonds, and ideals as well. You can roll on them and get a random one to help you figure out your characters backstory, or you can pick, choose, and alter them so that they fit the backstory you already had planned for your character.

The reason that they do this is to give you a spot to start roleplaying from. It helps you fish around less to start a game to find your character if you have a baseline. It also gives you some things, like different proficiency depending on the background you took. Maybe as a Sage you are now proficient in investigation and knowledge about the arcane, but for a criminal background, it might be that you are proficient at sleight of hand and deception. Along with that, it gives you some ability or trait that you can use. For example, if you are a soldier, even retired, other soldiers still recognize your rank. Or if you’re a Guild Artisan, you can also go to the guild of your craft, but those seem to come up less. It also gives you some gear, if you’re getting gear that way, and possibly some more languages.

What If I Have Multiple Backgrounds?

Image Source: D&D Beyond

Now that you’ve heard more about different backgrounds, you might be thinking that you fall into multiple categories. That’s certainly possible, so I’m going to go into story mode with you and talk about two different characters, Silver and Syldi.

Silver had a rough life and saw many horrible things. He didn’t know all of what was going on, but has been haunted by some of it. He also didn’t grow up well and was on the street and poor as an urchin. Those two things shaped him into the god-fearing man he is today. So, when Silver was looking at different backgrounds, the player didn’t feel like a single one quite fit. So instead of just picking one, he combined two. He took the skill proficiency, and gear from just one, but when building out his bonds, personality traits, flaws, and ideals, he worked from both lists. That’s one way you can get a couple of backgrounds into the same character.

Syldi, on the other hand, grew up on the street, barely making it. She had to steal from street vendors and eventually caught the eye of the local thieves’ guild. She started working with them until she was able to land on her feet and become a bartender (at least part-time) at the Queen’s Retreat. Syldi would make sense to have a combination of criminal and urchin background. However, Syldi was a thief because of necessity, not because it’s something that she really wanted to do. Her being a criminal wasn’t a defining feature of her as compared to being an urchin, and while she has thief skills (and is actually a Rogue with the archetype of thief), those are because she was an urchin, not because she was a criminal. So, that’s one kind of thing you can lean into; maybe there is one that is more important so that is the one you really get your skills from.

But What if None of Them Are Right?

With Dungeons & Dragons, playing the game and creating characters is more of an art than a science, I’d say. If you can’t find something that works as well as you’d hoped, work with your DM. Maybe the Sage options don’t quite match what you are looking for, because you want to be a student still, and a sage seems like they’d know too much. Work with your DM on it — maybe there are parts you can use from the sage, but then tweak the other parts or come up with your own. There’s nothing that says that you can’t come up with your own background, and if you have a great idea for one, run it by your Dungeon Master.

However, if your background idea gives you four new skills, a bank full of platinum pieces, and the ability to mind control any person within twenty miles of you into giving you their home as your own so you always have a spot to stay, that might be a bit overboard, and as a DM, I’m going to nix that. Certainly, though, come up with your own ideas and skills within reason. Even if you only get a couple of skills like most classes do, don’t give yourself the option of the two best ones for yourself; look at how other backgrounds do it and balance that out on your own. Your student might have skills that look more like a sage, but maybe you’re a student of martial arts; if so, don’t give yourself investigation and stealth because those seem the handiest. You’re probably not getting much investigating done if you’re practicing your sweet kung fu moves.

The same goes with your background traits such as personality, bond, flaws, and ideals. You probably don’t have a personality trait that everyone always likes you. If you suggested that as a personality trait in a game that I’m running, I’d either tell you just get the Charm Person spell or that maybe it’s your flaw — you think everyone likes you. Or, if you decide that your bond is to the empire because you’re the sister of the emperor, that can work, but don’t expect that to get you what you want. You’re going to have to defend the empire against the common folk who think the emperor sucks, and oh, by the way, while it opens a lot of noble doors for you, the emperor is pretty sure you’re trying to steal his throne, but thanks for the plot hook.

Basically, just be reasonable about it. I’ll nix anything as a DM if it is too strong. However, if your DM isn’t going to do that, don’t take advantage of it. The game is meant to be fun for everyone, so come up with your really fun background that the DM is going to enjoy and that you’re going to enjoy; just don’t take away from the fun of the other players.

Image Source: D&D Beyond

Finally, What’s the Difference between a Background and Backstory?

This is a question that is pretty simple. Your background is basically your skills that you gained through your backstory. The backstory you choose is going to be what really shapes who you are as a character, and you can slot your background into it. That means, if you’ve spent your whole life apprenticing to be an armorer in the mines of Moria, you don’t have the criminal background. You can work at it from either direction; you can use your background to create your backstory and use those traits, bonds, flaws, and ideals to flesh out what happened to you. Or you can work it from the other direction, where you have a story and pick the background that works for you in that backstory.

Now that you have an idea of how backgrounds work, we’re going to delve more into some of them, and I’ll be giving examples like I did with the classes as to how you can use backgrounds and potentially turn them into something different than what your typical sage or urchin or criminal is like.


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D&D Classing It Up: Rogue https://nerdologists.com/2018/01/dd-classing-it-up-rogue/ https://nerdologists.com/2018/01/dd-classing-it-up-rogue/#respond Fri, 12 Jan 2018 17:35:10 +0000 http://nerdologists.com/?p=2092 Back to the drawing board with Rogues — today we’re talking about how to play a rogue and be a classy one in Dungeons &

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Back to the drawing board with Rogues — today we’re talking about how to play a rogue and be a classy one in Dungeons & Dragons. Most of the time, people play one of two types of Rogues — first is the assassin rogue. You’re super sneaky; you can hide, jump out, and deal a ton of damage and go back into hiding if somehow your one hit didn’t kill the NPC you were trying to kill. The other is the thief. You enjoy stealing stuff, even from your own party, and you are really greedy.

Image Source: Wizards

I’m here to tell you that those are two awesome tropes (though don’t steal from your party), but there are a lot of other options for the rogue. The rogue is a skill monkey — you have more skills to start out with than other classes, and you get more expertise, which means you are really, really good at some things. So, while you can make it so you are really, really good at being a thief, you can also be a rogue who is better at many things. Leaning into a background, you can use your skills to be the face of the party, or to be a con man. You could be one of the smartest rogues out there who is sneaking into places to acquire more knowledge.

Mechanically, you’re going to end up being sneaky and focused on dexterity. This is because you have your sneak attack, which you get when you have advantage on your attacks or are attacking someone who is engaged in combat already. This allows you to dish out a lot of damage once per turn, even more so if you are an assassin-type rogue. Other than that, you really are the skill monkey who can become an expert at something. A word of caution with being a skill monkey — try to pick something that the rest of the party doesn’t have. Being good at stealth is great and probably can overlap with others’ skills, but if you have a monk in the party who is really good at sneaking as well or is good at deception, don’t step on their toes. Since you can pick most any skill, it’s better to just pick a different one. Rogue is generally the class that people go with when they want to be Batman, because you can kind of be Batman if you want to.

So what are some backstories you can go with?


Growing up on the street was tough; you had to lie and steal for a living. One day, you stole from someone and suddenly found yourself under the eyes of the local thieves’ guild. This was actually pretty great, because soon you were working with a crew, and you knew more people. Things were going well until something seemed to take over the leader of the thieves’ guild. They changed, and you don’t know how or why. Your missions started to become weird, and you stopped making money like you had been before. More and more members of the thieves’ guild changed as well. You need to find help outside the guild to figure out what is going on and save your city before the guild destroys it.

Background: Urchin (or Guild Artisan)
Class Archetype: Thief


You grew up in a small shipping town. It was a nice little town and grew larger as the town became a bigger shipping port. That attracted some unsavory sorts, including pirates. One day, the town were raided — most people hid, but you were working at the warehouse and weren’t able to get away. The pirates shanghaied you. The first few years on the ship were horrible — you got all the jobs no one wanted. But as time when on and pirates left or were killed, you got more and more responsibility. After five years, you were one of the top pirates on the ship. The captain got sick one day and passed away shortly thereafter. There was infighting among the pirates about who was going to take over, but you didn’t take part, because you knew where the captain’s secret stash was. Now you need help getting to it, but if you can, you’ll be rich, and you’ll be able to get your own ship and crew.

Class Archetype: Swashbuckler
Background: Folk Hero(?)

Image Source: D&D Beyond


Your family was always a family of thieves. You’d travel from town to town, scamming people out of their hard-earned money. You didn’t do it to people who didn’t have much money to start out with — only to the rich. That gave you enough to live on. One night, a scam went wrong, and you got separated from your family. You were caught by the noble lady you and your family were trying to scam. You were still young, so she took pity on you. Instead of throwing you in jail or having you killed for trying to scam her, she offered you a position. Instead of being a thief, you were going to help protect her against any other thieves and con artists that might show up. It was a great job, and you left your life of crime behind, until someone stole the lady’s jewels and left two pieces among your belongings. Now you’re on the run, and you need to find out who framed you, which is probably something you can’t do on your own.

Background: Criminal
Class Archetype: Inquisitive


The noble of your town was not a good person, and they have a personal vendetta against your family. You were part of the highest-born family other than theirs, and they were constantly paranoid about your father stealing their title. Your father was never interested in that, but when you left to go to university, you got news that your parents had been killed in a “hunting accident.” You knew that wasn’t the case, and you spent some time in college studying so that you’d be able to take over your town and get revenge. While studying, you spent plenty of time also learning how to use weapons and to be able to kill without being seen. When you become a noble, you can hire someone to kill for you, but until then, and with the noble of your town, you want the revenge yourself. But to get in and kill them, you’re going to need help.

Background: Sage
Class Archetype: Assassin


When playing a rogue, have you stolen from your party? What have been some of your favorite rogue moments?


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