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D&D 5E Alternative Rewards, especially for non-magical classes

LotusApe

First Post
When I run campaigns I usually give out story-related rewards as well as the standard treasure. So for example if the PCs save a village they may get a reputation in the area and get a bonus to social rolls in the local county. Or if they help out an important PC they get a safe place to rest and extra troops lent to them if they are involved in a mass battle.

But I also like individual rewards, and I find this a bit easier for magical classes.

Example, I have a dwarf cleric of life. He finds a shrine to his God in an old mine and fixes it up and prays. Now Earthbind is considered a domain spell for him. Which was very useful against the Manticore they found shortly after.

If a Druid helps a forest, his Conjure Animal spell is considered to be cast higher than usual when he is in that forest.

But with a Rogue or Fighter say, I don't see immediately how you can give similar rewards for performing heroic deeds.

What kind of rewards have you used?
 

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Additional techniques are a good place to start, and you can also add resources and the like. Giving a battlemaster an extra maneuver is somewhat analogous to a new spell added to the list, and for rogues you could add expanded usage to things like Cunning action. You can also add situational bonuses and advantages, such as training with a master pugilist giving you advantage on grapple checks against foes with lower/higher strength. Other ancillary options might be increased tertiary stats, like improved carrying capacity, better defenses when surprised, narrow saving throw bonuses, etc.

You can also take a leaf from 4E's book and create self contained powers for them usable by whatever recharge metric you like. Then the player can feel like they've actually learned a specific technique or style in their travels that is unique to a teacher or region, that others might recognize. Expanded tool, skill, and language use are also available, and while they are available for all characters, they tend to be valued more highly on those that can't use magic to duplicate or supplement their effects.
 


Thanks, some good ideas. Here is a simple list I will start with and try in-game.

[God]’s Blessing of Life : You have performed a great service for a God. When you take a short rest in a holy place or shrine dedicated to this God your Hit Dice rolls give you at least 50% of their size.

[x] Killer: Your attack rolls against specific species has increased critical range. So if you usually make a critical hit on 19-20, against these foes you do a critical hit on 18-20.

[x] Crusher: When you roll for damage against this specific foe your 1s are treated as 2s.

Commendation: Your bravery was recognised with an official commendation. You have advantage on applicable social rolls in that culture or organization.

[x] Survivor:
You have advantage on saving throws against a specific spell or ability, eg Ghoul’s paralysing attack.
 

I like to give stuff that is innate to the character instead of a possession.

Rugged: Through training and practice you learn how to withstand the elements. Advantage on Constitution checks when enduring extreme weather conditions, high/low temperatures, and hunger/thirst checks.

Leader: Your reputation grows. You get Advantage in Charisma dealing with mercenaries, when it comes to recruiting, loyalty checks, and other negotiations.
 

Connections and assistance usually. A fighter who aids the guards may be able to call in favors from them to either get some lackeys to help out on an adventure, or get the guard to look the other way on the party's use of questionable but necessary actions. A rogue may be granted access/knowledge to secret passages or that the City Treasurer is on the Guild's pay and the party rogue is given the "code phrase" to let the party get away with misdeeds.

Also, there's nothing wrong with giving magical rewards to non-magical characters. The last thing an opponent may suspect is that the Barbarian can call down divine thunder 1/month.
 

A cohort or underling is always a decent option. This cpuld be an NPC that tags along with the PC, but you let the player control him in combat. The underling shouldne the equivalent of a few levels lower than the PC.
 

If you insist that all rewards have a clear mechanical benefit it gets tricky as this removes things like titles and other forms of recognition. Also because D&D has little to no item progression (except magical +X) a pick from the armoury or the permission to commission a single piece from the royal smiths is not worth much as you max out on mundane equipment at 2nd level at the latest.

So in the end you have to go the "magical" route by giving the PC a unexplained +X Bonus in certain situations, just like you do with other characters.
 

One of the cantrips has flavor text that you can light your hand on fire but it doesn't cause you injury. Something like that - a spur to imagination - can be a neat reward.
- Now I don't need to carry a torch any more
- "How determined am I, you ask? Watch." Hold hand out like swearing an oath; set hand on fire while looking calmly and coolly across the table. "This SHALL be done."
- Little flickers of flame skipping between fingertips, amuse children and hold their attention while your friends sneak off
- Backlight hand and hold under chin for Halloween-style lighting effect; tell scary folk story
- Never worry about lighting a campfire in bad weather again
 

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