Core D&D Themes

Camelot

Adventurer
I like the themes in Dark Sun, and I can't wait for them to make themes for the core D&D game. So, I'm going to make my own. I'll be taking most of my ideas for themes from backgrounds in the PH2, PH3, and Power books. When they're finished, I'll compile it into a PDF for the folks of EN World. Any suggestions for themes?
 

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Woodland Forager Preview

A sneak peak to give you an idea of my ideas:

WOODLAND FORAGER

"I may not be as strong, as tough, or as smart as my friends, but I will live the longest. They may know how to fight, but I know how to survive."

You come from the forest, a harsh environment despite its eerie beauty. Primal spirits have a greater influence in such wild places, and you have learned to commune with them, if only by getting subtle feelings as they nudge you towards your goal. You may have lived in a small village, but more likely you were a member of a nomadic tribe who followed their food and stayed away from civilization. You had a specific role in your village or tribe; you foraged for food, rather than hunted, and used your knowledge of nature to heal thw ounds of your companions and tend to the sick. The spirits would guide you to sources of food and natural medicine.

You no longer live with the same tribe, but have become an adventurer, leaving the boundary of your forest home to explore the wider world. Even so, primal spirits who have taken a liking to you follow you wherever you go, still guiding you to places where you and your new companions can rest and renew yourselves. As you grow, you can learn to harness those spirits in greater ways. They help you heal your own wounds as well as your allies', and the more aggressive spirits sometimes help you in combat.

BUILDING A WOODLAND FORAGER

Woodland foragers are traditionally kindhearted and willing to heal any wounded creature who has caused them no harm. However, living in the forest has taught some harsh lessons. Forgiveness is not something a woodland forager will show often; someone who betrayed you once can betray you again, so letting them remain near you is detrimental to your survival. As a woodland forager, you should almost certainly be trained in Nature, to be able to forage for food in your home environment when you don't have the aid of the spirits, and Heal, to mend wounds when you can't access any magic. Eladrin, elves, shifters, and wilden are frequently woodland foragers, due to their closeness to the forest. Shamans are obviously drawn to the healing powers that being a woodland forager grants them, as well as other leaders who want a connection with the primal spirits. Druids, invokers, monks, rangers, and seekers are also drawn to this theme if they want powers that grant healing and protection. Avengers and some barbarians might also take this theme if they want to have a softer side.

WOODLAND FORAGER TRAITS
- Secondary Role: Leader
- Power Source: Primal
- Granted Power: You gain the gift of the forest power.

WOODLAND FORAGER POWERS

The following powers are available to any character who has chosen the woodland forager theme.

Gift of the Forest - Woodland Forager Feature
You call upon primal spirits who have helped you survive in the wild to aid you and your allies in battle.
Encounter * Primal, Implement
Standard Action - Close burst 5
Target: Each enemy in burst
Attack: Primary ability vs. Reflex
Hit: Ability modifier damage.
Effect: You and each ally in the burst gain 2 temporary hit points.
- Level 11: 4 temporary hit points.
- Level 21: 6 temporary hit points.
 
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Arcane Scholar Preview

Another sneak peak.

ARCANE SCHOLAR
- Secondary Role: Contoller
- Power Source: Arcane
- Granted Power: You gain the malleable spell power.

Malleable Spell - Arcane Scholar Feature
You have learned many simple spells in your studies, and you always have the right one for any situation.
Encounter * Arcane, Implement; Varies
Standard Action - Ranged 10
Target: One creature
Special: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder whenever you use this power. Your choice determines the power's damage type.
Attack: Primary ability vs. Reflex
Hit: 1d8 + ability modifier damage of the chosen type, and you can slide the target 1 square.
- Level 11: 2d8 + ability modifier damage of the chosen type.
- Level 21: 3d8 + ability modifier damage of the chosen type.
 


I've thought that themes would be an excellent way to reintroduce things like wizard specialization (independent of what Essentials is doing), specialty "priests" (having a deity-specific power that doesn't require a feat, channel divinity, or even a divine class), and good ole 2e kits.

It could also be a good way to create things like 4e Oriental Adventures, by having themes for samurai, ninja, sohei, etc., without creating new classes.
 

Solid thoughts Mentat55!

Wow, as a GM I can see building out an assortment of themes to back up a homebrew setting with some game mechanics. WotC could even sneak in new campaign settings (like OA) just by releasing a pack of themes.

I was already a fan of themes, but your post just made them explode in my brain.
 

When I first heard about themes, I was kinda pissed about Dark Sun not having a new class, but now that I've had a chance to see how they work, I think it was the right decision. Now I'm super stoked about the new book of themes coming out, but it'll be a while and in the meantime I'd love to have a homebrew list of core generic themes in addition to the Dark Sun setting-specific themes.

Actually, I wonder if they'll be releasing themes for Eberron and Forgotten Realms as well?
 

Here's one building off the idea of specializations.

SWASHBUCKLER

BUILDING A SWASHBUCKLER

SWASHBUCKLER TRAITS
- Secondary Role: Defender
- Power Source: Martial
- Granted Power: You gain the taunting lure power.

SWASHBUCKLER POWERS

The following powers are available to any character who has chosen the swashbuckler theme.

Taunting Lure - Swashbuckler Feature
After a debonair strike and a few swift steps, you smily wryly, making your target enraged at your defiance.
Encounter * Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and you mark the target. You then shift 2 squares.
- Level 11: 3[W] + ability modifier damage.
- Level 21: 4[W] + ability modifier damage.



Also, themes seem to sometimes grant some additional benefit (like Noble Adepts gaining a power point, or another one getting a skill). Should the background benefit from PH2 simply be combined with themes, so you don't have to juggle both?

For example, swashbuckler could grant either a +2 bonus to Acrobatics or you can add Acrobatics to your class skills list.
 

One idea that comes to mind:

Grizzled Veteran / Battlefield Survivor
Probably a striker, the guy who can hold his guts in with one hand and attack with the other, takes advantage of opportunities as they present themselves, and who knows when to flee and how to find a way out.
Some power ideas:
* hold on a little longer, gets temp hit points after taking damage
* dispatch the distracted, move speed and make (up to 2 or 3) basic attacks against any who are marked by an ally or who grant combat advantage to you
* cut my way out, attack and move through enemy without OA on a hit. augment with a minor to slide the enemy 1 square and allow an ally to move too.
 

One idea that comes to mind:

Grizzled Veteran / Battlefield Survivor
Probably a striker, the guy who can hold his guts in with one hand and attack with the other, takes advantage of opportunities as they present themselves, and who knows when to flee and how to find a way out.
Some power ideas:
* hold on a little longer, gets temp hit points after taking damage
* dispatch the distracted, move speed and make (up to 2 or 3) basic attacks against any who are marked by an ally or who grant combat advantage to you
* cut my way out, attack and move through enemy without OA on a hit. augment with a minor to slide the enemy 1 square and allow an ally to move too.
Sounds much more like a defender.
 

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