I’ve divided themes into three categories: occupational, where a character continues in their pre-adventuring job, heritage, where a character’s bloodline gives them power, and “other”. The third category is a catch-all for lifestyles, philosophies, places of origin, and mostly anything that doesn’t fit in the above two. One such example is as follows.
The epicurean is kind of a combination of the modern definition, which is a sort of haughty hedonism, and the philosophical Epicureanism, which is more about tranquility and knowledge. They both focus on happiness as the most direct form of good, and I tried to make the theme varied enough to let characters look for it however they want.
EPICUREAN
The greatest goal in life is pleasure. Your background is one of sensory experiences, whether a hedonistic life of debauched physical joys, a meditative focus on mental and emotional expansion, or something in between. You always look for the next great adventure, seeking things you’ve never seen or done before and pushing yourself into ever more exotic situations.
Theme Skills: Appraise, Fly, Linguistics, Perception, Use Magic Device
Theme Feats: Diehard, Exotic Weapon Proficiency, Improved Initiative, Iron Will
Theme Quests
Novice Quests: These quests are appropriate for advancing through 3rd tier.
- A traveling sideshow sells a tonic that promises to open the minds of those who imbibe it. While it does grant mental benefits and is safe on first use, it is a powerful, addictive narcotic, and the symptoms of withdrawal include violent hysteria. The sideshow must be stopped, or withdrawal symptoms eliminated, before anybody else dies.
- A caravan has gone missing, along with the valuable art it was transporting from a noble’s collection to a public gallery. If the caravan has disappeared, never to be seen again, it would be a great loss to the art world. But the gallery cannot afford to hire adventurers to return it, and the noble is suspiciously unconcerned about her missing property.
Expert Quests: These quests are appropriate for advancing through 6th tier.
- The epicurean finds a recipe for a food or drink thought lost to history. Making and consuming it would be a unique experience, but it calls for strange ingredients from dangerous places and requires a skilled cook to bring it all together.
- A cult is starting to gain momentum with its doctrine of enlightenment through pain. Laborers and royalty alike are looking into it if not already privately participating. The influence it has over its followers is alarming, and there is talk, albeit quiet, of making it the state religion.
Advanced Quests: These quests are appropriate for advancing through 9th tier.
- A severe-looking man is peddling a service to the rich and powerful. For a great fee he offers to take them away for a week and let them experience things they never have before and never will again. A few nobles have tried it; they all agree it was a perfect, life-changing week, and each of them suddenly gained experience in strange things they had no way of knowing before, like exotic fighting styles or stories from unknown cultures. But none can articulate exactly what happened, divinations around them all fail, and their personalities all start to change in subtle ways.
- An aged explorer asks for the epicurean’s help. Before she dies she wants to see a specific place, one she could never find during her lifetime. This place is difficult to find and is guarded by creatures and effects dangerous enough that she has never been able to convinced a group to help her look for it. But the place, if is exists, has been untouched by outsides for centuries, and visiting it would be one of the rarest experiences possible.
Legendary Quest: One day, pain stopped existing. Physical aches no longer hurt, emotional traumas disappear, and even fear is a thing of the past. Everybody has attained the sort of happiness of which an epicurean could only dream. But almost immediately, the consequences of an entire world living without pain begin to appear, as injuries go undetected and people act free of their mental limiters. Whether this is an evil plot or the accidental effects of a benevolent but short-sighted entity, it has to stop before every living thing drives itself to ruin.
Theme Abilities
Adamantine Stomach (Ex): Even when something in your system does affect you, your body can handle it. Whenever you take a penalty due to poison, disease, or an effect transmitted via smell or taste, you reduce to penalty by 1, to a minimum of 0. You must be at least 7th tier and possess the mithral stomach theme ability before selecting this ability.
Eidetic Scholar (Ex): Your thirst for information gives you a wide range of knowledge. You gain a +2 theme bonus to Intelligence and Knowledge checks made to remember information.
Emotion Enhancement (Ex): You feel more strongly than others do. Whenever you gain a morale bonus, that bonus increases by 1.
Hardened Spirit (Ex): You are resistant to fear. You gain a +2 theme bonus to saving throws against fear effects.
Iron Stomach (Ex): Your body is resistant to harmful foods. You gain a +2 theme bonus to saving throws against poison.
Iron Spirit (Ex): Things that would terrify a normal person barely effect you. Fear effects on you are reduced by one step: if you would be panicked you are instead frightened, and if you would be frightened you are instead shaken. You take no penalties from being shaken. You must be at least 7th tier and possess the hardened spirit theme ability before selecting this ability.
Let Me Try (Ex): Whatever your allies can do, you can at least attempt. You can study an ally as a move action. If the ally makes a Strength- or Dexterity-based skill check in the following round, you can make a skill check with the same skill on your next turn, using your ally’s bonus to the check instead of your own.
Liver of Life (Ex): You cling to closely to life to fear death. You gain a +4 theme bonus on savings throws against effects with the death descriptor. You must be at least 7th tier and possess the emotion enhancement theme ability before selecting this ability.
Mithral Stomach (Ex): You’ve smelled and taste enough strange things to have built up a resistance. Your bonus to saving throws against poison increases to +4. In addition, you gain a +2 theme bonus to saving throws against any effect transmitted via smell or taste, such as a troglodyte’s stench. You must be at least 4th tier and possess the iron stomach theme ability before selecting this ability.
Seen It Before (Ex): Your short-term memory is alarmingly good. You gain a +2 bonus to saving throws against any spell or effect for which you have already made a saving throw in the same encounter, regardless of the course of the effect. You must be at least 4th tier before selecting this ability.
Advancement Abilities
Ignore Pain (Ex): The most obvious pleasure is absence of pain. At 4th tier, you gain DR 1/— against nonlethal damage and a +2 theme bonus to saving throws against spells and effects with the pain descriptor.
Ataraxia (Su): Divine influences affect you less. At 7th tier, you gain spell resistance equal to 5 plus your character level against divine spells and effects. In additional your DR against nonlethal damage increases to 3/—.
The Last Great Adventure (Sp): Even death holds few mysteries for you. At 10th tier, you can make a special elixir that costs 25,000 gp to create. When you drink this elixir, you die. While dead you can speak with spirits as with commune, except there you can communicate with any deceased creature, no matter how long ago they died or where they are, and you can receive answers as long as a short sentence. You cannot communicate with a creatures whose soul no longer exists. The caster level for this effect is your character level. When the duration of the spell ends, you come back to life with no negative levels.
On Unearthed Arcana: Variant Rules
After I spent all that time gushing about the variant alignment systems for Pathfinder, it’s only fair to point out when Wizards does something similar. The latest Unearthed Arcana (not to be confused with Unearthed Arcana or Unearthed Arcana) dropped, and it includes an alignment system that’s different but still really neat.
There are other rules in the preview, but we’re going to ignore the “players roll all the dice” options that’s exactly the same as every other system for the same thing but with more confusing language. We’re also going to leave alone the variant hit point system that drastically increases on-the-fly math during play, adds more bookkeeping to every character and monster, creates more precarious combats, and exacerbates the problem it purports to solve. Not that there’s nothing to say there, but I feel I’ve already beaten that horse.
Instead we’re looking at “custom alignments”. What’s interesting about this is that it’s exactly the same alignment system D&D already has. We’re not throwing out the three-by-three (-by-three, if you’re in my campaigns) alignment grid. We’re just changing the labels. Instead of good/evil and law/chaos, this system create new dichotomies specific to the campaign and world.
Dear person at Wizards who creates these rules documents: you put tabs between every word. Last time you put newlines between every word. This is not how text happens. Is this because you are using Microsoft Word’s function for converting a file to PDF? Do you need help with text formatting? Please call me.
Now, this alignment system does specifically say “create one axis where all players are on one side and all enemies are on another, and another axis with some freedom.” The story of 5E is that there are bad guys and there are good guys, and all good guys are good and all bad guys are bad and there is no room for bad guys who are sometimes good or vice versa. If we ignore that and jump straight to the “gritty” variant, we can make two alignment axes where players can fall anywhere within them.
What we’re doing is changing one of D&Ds fundamental metrics (and no matter how much the designers say alignment is a “handy label” or “quick summary”, as long as the rules leverage it we have to treat it like any other stat) to something specific to us. The world isn’t about good versus evil, it’s about Montague versus Capulet, or Britain versus France, or orcs versus elves, and neither side is objectively the heroes. It could be that good and evil aren’t tangible character traits, or that they’re too mutable and subjective to work as they do in normal D&D, or that we simply don’t care whether somebody is good or evil because that’s not as important as the side they’re taking in the central conflict.
But this gets really neat when we do acknowledge that D&D has rules for alignment. We don’t have detect evil any more, we have detect Capulet. We don’t have angels (or if we do they’re on both sides), we have monsters or characters with the orc subtype. If a paladin fails to act in the manner dictated by her oath to France, she loses all the magical powers she had as an emissary of the country. I don’t know about you, but to me that sounds awesome.
This also brings us out of the Saturday morning cartoon alignment trap. We have two opposing sides. Both regard the other as a moral enemy, both see the world in terms of their fight, both are convinced their side is noble and righteous and destined to win because the other side is evil, and both are probably very wrong. With this we can tell a deeper story, as the players double down on their cause and fight on, see the errors in their own side and either resolve them from within or join the enemy, or acknowledge both sides have faults and seek a middle ground. It’s exactly the sort of story the current alignment system avoids.
Again, this is what I want out of Unearthed Arcana (the web series). I want rules, options, variants, and features that add to the game. The “rename good and evil, but otherwise leave everything alone” variant doesn’t mean anything because it’s just a reskin. Calling a scimitar a khopesh is well and good, but we don’t need a book for that. We can do it on our own. But seeing Wizards acknowledge the possibility that there are players, campaigns, and characters left out of the current rules and working to correct it isn’t just encouraging, it’s the point of publishing new material at all.