Themes

Andor

First Post
Themes, from what I've gathered are sort of your characters 'schtick'. It is a set of add-ons that adds depth or breadth to your characters abilities. They are ways to shape characters in a way seperate from but complementary to classes and backgrounds. This is, hopefully, a rich design space for 5e.

So I thought I'd start a thread for us to kick around ideas for themes. Here are some things I'd like to see in themes:

Animal Friend aka Horseman aka Monster Tamer
This is for a character who loves or has a way animals. This is the theme that provides a Ranger or Druid with an animal companion. Alternatively it is the theme that provides a Cavalier or Paladin with a special mount. It is not the theme that provides a familiar.

1st level - Animal Companion - This is a normal but combat worthy animal. A wolf, a bear, a warhorse. It is loyal and trained and trainable but not supernatural.
6th level - The animal companion gains special features or upgrades to a more powerful beast. It might gain flight, or intelligence or be replace by a more powerful creature. The Druid braids magical symbols into his bears fur thus enchanting it. The Paladins warhorse goes into the shop and gets the celestial trim package. The Rangers wolf gets eaten by a griffin that then stays on out of guilt.
+ The Animal continues to upgrade as the game balance demands.

Arcane Dabbler
This is for wizards who want familiars or other characters who want a bit of wizardry in their lives.

1st level one At-will spell feat and a familiar. The familiar is not a combat worthy creature, it's something small like a toad or cat, etc. It is however given magically enhanced intelligence.
+ Familiar gets more powers and/or the character gains more feats as he levels.

Devotee
This is the divine magic counterpart to Arcane dabbler.

1st level - Turn undead
+ No idea. ask WotC

Sneaky Git aka Lurker aka Ninja
This is for the thief/ranger/paladin/pizza guy who wants to get around the bad guys instead of going through them.

1st level - Dunno - depends how they are handling stealth this edition.

Kensai aka weapon Master aka Specialist
This is for the guy who wants to have a single signature weapon. He could be a fighter, he could be a ranger, he could be wizard. Whatever.

1st level - Proficiency with your chosen weapon regardless of class proficiencies or limits.
- a Masterwork version of your weapon.
3rd level - Weapon focus or the equivalent.
6th level - Weapon Specialization or the equivalent
+ Access to enchantments for your signature weapon.

Snake oil salesmen aka Face man aka Politician
Social skills.

Depends on the system.

What do you guys want to see?
 

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Slayer
* Heroic Fray (Cleave and such)
* Shirtless Toughness
* Tenacity (More dangerous bloodied, throws sword, rips limbs out of sockets)

Alchemist
* Alchemist Fire
* Concoct Elixir
* Transmute Stuff

Marksman
* Fletcher
* Dead Eye Shot
* Crazy Eyes (or something more appropriate)

Jester
* Innocent Fool
* Accidental Strike
* Winning Smile
 

Artillery Sharpshooter


  1. Point blank and Far Shot: You get a +1 feat bonus to ranged weapons attacks (including rays if you're a spellcaster) to targets within 30 ft. Also double the range of your ranged weapon (including rays if you're a spellcaster).
  2. Rapid Shot: You can get an extra attack with a ranged weapon (including rays if you're a spellcaster) but you take a -2 penalty to all attacks that turn if you do so.
  3. Precise Shot: You ignore penalties for cover except for total cover and never accidentally hit an ally who is grappling.

Brute Slayer


  1. Cleave: When you drop an enemy to 0 HP, you get a free attack against an nearby enemy.
  2. Power Critical: You deal an extra 1d10 damage on critical hits.
  3. Improved Power attack: When you power attack*, you deal extra damage equal to your level.

Controller Blaster

  1. Offensive Focus: Add +2 for the DCs of your attacks and spell
  2. Improved Initiative: You get +4 to initiative checks.
  3. Whirlwind Attack: You can give up all your attacks on your turn to make an attack against every enemy with your weapon range (including touch and ray spells with your are a spellcaster)

Leader


  1. Combat Leader: You and each ally within 10 feet get a +2 bonus to initiative checks.
  2. Inspiring Presences: You and each ally within 10 feet get a +1d10 temporary hit points at the start of combat.
  3. Tactical Presences: You and each ally within 10 feet gets a +1d10 bonus to damage rolls during the surprise round and the first round of combat.


Lurker


  1. Death Attack: When you sneak attack** a target who cannot see you and has not seen you for 3 rounds straight, they must make a save or die.
  2. Cripple Attack: When you sneak attack with a melee weapon (including touch spells if you're a spellcaster), you can give up your bonus damage to give your target 2 Strength damage.
  3. Backstabber: The extra damage dice from your sneak attack increases from 1d6 to 1d8.

Skirmisher


  1. Deadly Flank: You may sneak attack** enemies you flank with an ally.
  2. Mobility: You can move out of threatened squares without penalty.
  3. Spring Attack: You can attack at any part of your movement.

Soldier


  1. Defender: One enemy you attacked this turn has a -2 penalty to attack rolls and DCs that do not include you as a target until the start of your next turn.
  2. Toughness: Gain Hit Point equal to your level
  3. Hold the Line: You get +2 AC against charging enemies


Mystic



  1. Cantrip Master: Choose a 0th level Wizard cantrip. You can cast it at-will
  2. Familiar: You can a familiar from a list. You have an empathetic link between you and it and may share familiarity and spells with each other.
  3. Improved Familiar: You can speak with your familiar as if you shared a secret language and your familiar can deliver touch spells for you.
Apprentice



  1. Minor Arcanist: You gain a 0th level Wizard spell slot and learn two 0th level Wizard spell/cantrips. You can cast this spells irregardless if you are a wizard or have Intelligence of 10 or higher.
  2. Light Arcanist: You gain a 1st level Wizard spell slot and learn two first level Wizard spells. You can cast this spells irregardless if you are a wizard or have Intelligence of 11 or higher.
  3. Basic Arcanist: You gain a 2nd level Wizard spell slot and learn two second level Wizard spells. You can cast this spells irregardless if you are a wizard or have Intelligence of 12 or higher.
*Everyone can power attack
**Everyone can perform a 1d6 sneak attack against enemies that can't see them.
 
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