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D&D 5E Guild Artisans are boring. Be an independent winemaker instead.

Two things coalesced to inspire me to make the Vintner.

  1. In almost no cases do I want massive guilds all over my setting. So, in my overall project regarding new backgrounds one of the things I'm doing is breaking out most of the artisans into independent roles. This doesn't just mean slight tweaks to their skill/tool/language split, it also means a new feature, and will eventually mean new characteristics (that's the hardest and longest part of the process).
  2. I went on a wine tasting jaunt to the birthplace of Wizards of the Coast (Walla Walla, WA). In enjoying all that wine I thought to myself "self, make a vintner in your project."
So, I share with you the Vintner.

For the lazy that won't click.

Vintner​

Skill Proficiencies: Nature and one of Deception or Persuasion
Tool Proficiencies: Farming Tools, Winemaking Tools
Languages: None
Equipment: Farming Tools, common clothes, 1 pound of cheese, 3 wine skins, 3 small cups or glasses, 10 gp

Feature: Wine Lets Secrets Out


 

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Undrave

Hero
I'll add them to the list. It's at 40+ now. Counting is hard, because I have some like the Farmer, with an alt that's a Beekeeper.
We don't already have a farmer background?!

Let me check my PHB real quick...

OMG there is no peasant background in the PHB!!!... No farmer, no sheppard, nothing! I guess you have to take Folk Hero then?! Weird...
 


Quartz

Hero
In almost no cases do I want massive guilds all over my setting.


Historically, guilds were very localised. For example the Worshipful Companies of the City of London, the Incorporated Trades of Aberdeen, and the Schuola of Venice. They had widespread contacts, of course, and a Fishmonger from London could expect hospitality from the Schuola di Pescatori in Venice and vice versa.
 

Ixal

Adventurer
I don't really see how guilds can be boring. They were part lobby group and part protection racket (If you want to do business in this town pay up and become a member).
 

Undrave

Hero
I hate the Folk Hero more than the Guild Artisan.

Here, have a Farmer.

Thank you!

I guess a cheesemaker could fit under the umbrella of 'Dairy Farmer' then? Just replace Nature with Animal Handling? I could still see it be its own thing, mind you... just not sure what skills would fit aside from keeping Athletics. Maybe Perception to represent keeping an eye on the maturing of your product?
 

I don't really see how guilds can be boring. They were part lobby group and part protection racket (If you want to do business in this town pay up and become a member).
In core D&D your character cannot be an artisan without being the member of a Guild that stretches across every land and every culture and every race. This is bland. It would destroy artistry.

It's also boring because the painter has the same feature as the mason, as the brewmaster, as the alchemist, as the tinker
 

Thank you!

I guess a cheesemaker could fit under the umbrella of 'Dairy Farmer' then? Just replace Nature with Animal Handling? I could still see it be its own thing, mind you... just not sure what skills would fit aside from keeping Athletics. Maybe Perception to represent keeping an eye on the maturing of your product?
There's a bunch of research I need to do, but I may have cheesemonger as an alt under shepherd
 


Undrave

Hero
In core D&D your character cannot be an artisan without being the member of a Guild that stretches across every land and every culture and every race. This is bland. It would destroy artistry.

It's also boring because the painter has the same feature as the mason, as the brewmaster, as the alchemist, as the tinker
I feel like the PHB doesn't do a good job of emphasizing "Hey! You can invent a background by working with your DM!"

It feels like an after thought, more than a core concept.
 


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