D&D 5E PH(B) Hermit Background

I had the same thought, though it's a bit odd that the functionality of Soldier, Noble and Folk Hero are all very similar (able to request food and shelter, essentially), but just the people that will respond to such a request are different per background. I like backgrounds, and understand that they're more about role-playing than gaining an in-game benefit, just wish there was a bit more variety in the main feature, and, unlike the hermit, were all of about the same usefulness.

I actually kind of like the pattern. If background features tell you where you fit (or used to fit) into the campaign world, it makes the most sense for them to provide those sorts of benefits. Theoretically, anyone could achieve the same benefits during play--you just start with one for free. Not a big fan of this "you know a secret" sort of thing. Although I suppose it's something anyone could develop in game, as adventurers are prone to learn things other people won't know about fairly often.
 

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Yeah, I've been ruminating on this feature and have come to a similar conclusion as others have said. I think there's still potential for some great role-playing and even some great benefits, it requires playing the secret a specific way. For instance, if the first thing you do as a Hermit PC is to share your secret with with your companions, you no longer have a unique background feature. Everyone knows your secret, but the Soldier still gets to pull rank and the Criminal still gets their contact.

The alternative is to keep the secret to yourself. Except everyone's going to know that you have a secret, and while hiding might make for some awesome role-playing opportunities with some groups, I can see it leading to friction with others.

That said, I played a Keeper apprentice in a Thief-inspired game, where I got to play out a similar archetype, and it was a great deal of fun, even when I was mostly a DM plot device. I can see this being a great Background for a trickster mentor archetype as well. But I really don't see how you get the most out of this feature without having a solid reason for not sharing it with the people you're supposed to be trusting the most.
 

I'm pretty sure the feature is a default suggestion and swap-able for something else. A PC with a soldier background could feasibly have a secret ("Your squad discovered a once flumph-occupied castle and discovered a Lovecraftian horror. It took you twenty years in the mental asylum to get better, but sometimes you remember, and the world still doesn't know the truth of the flumphs."). Presumably, a Hermit who has used up the roleplaying potential of his feature could return to his mountaintop monastery later in his adventuring career and obtain a new feature.
 

Yeah, I've been ruminating on this feature and have come to a similar conclusion as others have said. I think there's still potential for some great role-playing and even some great benefits, it requires playing the secret a specific way. For instance, if the first thing you do as a Hermit PC is to share your secret with with your companions, you no longer have a unique background feature. Everyone knows your secret, but the Soldier still gets to pull rank and the Criminal still gets their contact.

The alternative is to keep the secret to yourself. Except everyone's going to know that you have a secret, and while hiding might make for some awesome role-playing opportunities with some groups, I can see it leading to friction with others.

That said, I played a Keeper apprentice in a Thief-inspired game, where I got to play out a similar archetype, and it was a great deal of fun, even when I was mostly a DM plot device. I can see this being a great Background for a trickster mentor archetype as well. But I really don't see how you get the most out of this feature without having a solid reason for not sharing it with the people you're supposed to be trusting the most.

Yes and no. Even if you divulge your secret to the party, that doesn't mean the whole world is in on it. In fact, I'd say that if you keep your secret to yourself, it's likely that the campaign will never really touch on your secret. It's up to you, the secret keeper, to get buy in from the rest of the group. Keeping the secret isn't the unique element of the character - having knowledge is the unique element. And acting on that knowledge.

If I know the location of some secret cult base, but the party never actually goes there, then my secret is kinda pointless. But, if I let the party in on my knowledge, go to the secret cult base, and then that secret can lead to more secrets.

I guess I think of it this way. If you have all this stuff in your head, but, it never comes out at the table, then you might as well not have that secret at all. Get it out there and work with the group.
 

Thinking about it, I'd take a rather liberal interpretation of what the secret was. As in, I might let it apply to an entire secret body of knowledge, rather than a discrete fact.

Say, for instance, that your monastery was established in the ancient past by the Primatorians, and has a variety of wards, secret passages, etc. Because such secrets have been passed down, you know how to bypass most wards, know where secret passages are likely to be, and can in general recognize all such important details in any Primatorian architecture. So whenever the DM gives you a Primatorian ruin to explore, your secret gives you a leg up on the basics (though it wouldn't let you bypass the main challenge of the adventure--unless the DM wanted it to).

Another one may be the secret formalities of communication with the fey courts of Aelthreid. You know how to spot natural features that are likely to be dormant portals to Faerie, you know secret greetings and phrases that call upon ancient pacts and treaties, allowing you to enter fey lands unmolested and gain audience with fey rulers. You may even be able to request certain boons.

In either case, it involves a body of lore with practical application. In theory, you can teach another (including a party member) the lore, but it contains a significant amount of information, and it will take an extended amount of time and some adventuring (in the form of going to places where the lore is applicable and demonstrating how it applies). Pretty much the same as gaining any other background feature. If your character becomes a noble during the course of the campaign, or becomes an acolyte, or joins an army, etc, I'd provide the bonuses of those features. You can also lose the bonuses of features if you lose your rank or standing in the appropriate organizations.
 

Really digging the "Discovery" Feature. It has a lot of story potential.
Yes, this was what stood out for me.

I'm a little disappointed that the background feature isn't actually of much functional use to the character.

It could be summarized as "Your big advantage is that you serve as a Plot Device for the DM."
I think there's still potential for some great role-playing and even some great benefits, it requires playing the secret a specific way. For instance, if the first thing you do as a Hermit PC is to share your secret with with your companions, you no longer have a unique background feature. Everyone knows your secret, but the Soldier still gets to pull rank and the Criminal still gets their contact.
I read it quite differently.

"Work with your DM to determine the details of your discovery and its impact on the campaign": this is about player authorship of campaign backstory. Even if your character shares the secret with all and sundry, it is still you the player, and not anyone else at the table, who got to make this a central part of the game.

That's different from getting food and drink or contacts, but it's a lot more than nothing.
 

Yes to everything about this.

I mean, wow. This is grade A. Working on his manifesto? Awesome. :) Personality traits are all very cool/fun.

The art is also really good! I'm not much of one for bearded Moses/Marx-esque figures, but it's really together on every level.
 

Yes, this was what stood out for me.


I read it quite differently.

"Work with your DM to determine the details of your discovery and its impact on the campaign": this is about player authorship of campaign backstory. Even if your character shares the secret with all and sundry, it is still you the player, and not anyone else at the table, who got to make this a central part of the game.

That's different from getting food and drink or contacts, but it's a lot more than nothing.

Sure, it's just not much of a benefit. It's a plot hook. While it's hard-coded into this background in an interesting way that gives the player some influence over what it should be, it's still ultimately a plot hook. A player could see it as a spotlight-grabbing mechanic, but ANY background in the right player's hands is that (Oh! I'm a noble! DM, what's my house name? What's their influence? Where are we stationed? What is our fortune built on?).

And the character couldn't really see it as a way to get limited plot attention. ;)

Ultimately probably not that big of a deal. I might give a Hermit in my games a bit of oomph in some other way -- probably let them return to their hermitage whenever they want like a fallout shelter! -- but most features don't have a lot of oomph anyway, and the feature is good for people who want to give the DM plot hooks (lawd knows I've been that player before!), just odd that it's not a real benefit of any sort. The central appeal is that the DM can screw with you. That's not a real advantage. ;)
 

I might give a Hermit in my games a bit of oomph in some other way -- probably let them return to their hermitage whenever they want like a fallout shelter!

I would, of course, do the same. I think it's implied by the background. They just don't get to stay at their hermitage "for free", because all of the other hermits are going to be so upset when their erstwhile companion returns with the elf who asks all of the questions, the dwarf who keeps putting his feet on things, and that halfling who keeps touching their stuff.

Oh, the grousing.

Thaumaturge.
 

Thinking about it, I'd take a rather liberal interpretation of what the secret was. As in, I might let it apply to an entire secret body of knowledge, rather than a discrete fact.

Say, for instance, that your monastery was established in the ancient past by the Primatorians, and has a variety of wards, secret passages, etc. Because such secrets have been passed down, you know how to bypass most wards, know where secret passages are likely to be, and can in general recognize all such important details in any Primatorian architecture. So whenever the DM gives you a Primatorian ruin to explore, your secret gives you a leg up on the basics (though it wouldn't let you bypass the main challenge of the adventure--unless the DM wanted it to).

Another one may be the secret formalities of communication with the fey courts of Aelthreid. You know how to spot natural features that are likely to be dormant portals to Faerie, you know secret greetings and phrases that call upon ancient pacts and treaties, allowing you to enter fey lands unmolested and gain audience with fey rulers. You may even be able to request certain boons.

In either case, it involves a body of lore with practical application. In theory, you can teach another (including a party member) the lore, but it contains a significant amount of information, and it will take an extended amount of time and some adventuring (in the form of going to places where the lore is applicable and demonstrating how it applies). Pretty much the same as gaining any other background feature. If your character becomes a noble during the course of the campaign, or becomes an acolyte, or joins an army, etc, I'd provide the bonuses of those features. You can also lose the bonuses of features if you lose your rank or standing in the appropriate organizations.

I think this is an excellent way of handling this. Keep the "secret" very broad and broadly applicable. Skill bonuses when dealing with the secret (or maybe Advantage on all checks related to the secret) and lots of connections and whatnot. Sure, it's plotsy, but, what's wrong with that? Weaving this into the campaign helps the DM immensely (he's got an automatic source of information for the party - exactly what I use Bardic Knowledge for) and, if done well, can really pull the group together.
 

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