I have a few key points to keep in mind as I work on themes:
- They can’t be too strong. The point is not to give players a significant power jump or suddenly allow new game-breaker builds. Themes must be significant enough to matter, but not so much that their overshadow classes (or, heavy sigh, races)
- They have to be flavorful. “+2 to Heal checks” is boring. “+2 to Heal checks because you’re using the home remedies your grandparents taught you” is much better.
- They have to inform, but not dictate, the character. They have to be general, like “soldier” rather than “military brat” or “draftee” or “trained in swordplay by an elven master”. Similar themes would overlap too much, and very specific themes restrict a player’s ability to make them relevant to their character.
- They can’t just be another way to say “adventurer”. A theme designed for rogues and only rogues is worthless. We already have a mechanic for that: the rogue. A single theme needs to apply to multiple classes. This isn’t to say every theme needs to apply equally well to all classes; a wizard will get more out of the scholar theme than a barbarian, but the barbarian will still be able to use it (and probably be awesome.)
- They have to adhere to reasonable mechanic design. You know, low levels should offer less powerful abilities than high levels, there should be no dead levels, the abilities can’t be meaninglessly specific or too-good-to-not-take broad, etc. I think points like this are obvious, but they may only be obvious to me.
Themes work in tiers, not unlike mythic power. All characters have a theme and begin in the 1st theme tier. Your theme tier is separate from your class level and cannot be advanced with experience points. Instead, you increase your tier by completing quests specific to your theme. Each theme includes examples of such quests, but you can work with your DM to create quests that work with your campaign, setting, and character. You can use a single quest to advance themes for multiple characters as long as the quest is relevant to each theme. The point is not that you gain a tier after having so many adventures or gaming sessions, but that you advance whenever you work with your theme and improve within it.
Every character gains abilities based on their theme. These abilities are gained based on the character’s theme tier.
| Theme Tier | Theme Abilities |
|---|---|
| 1st | Theme ability |
| 2nd | 1st theme skill |
| 3rd | Theme ability |
| 4th | Expert advancement, theme feat |
| 5th | Theme ability |
| 6th | 2nd theme skill |
| 7th | Advance advancement, theme ability |
| 8th | Theme feat |
| 9th | Theme ability |
| 10th | Legendary advancement, 3rd theme skill |
Theme Ability: As you advance within your theme you find ways to use your expertise in your adventuring career. At 1st tier you gain a theme ability. You gain another theme ability for every two tiers beyond 1st. You cannot select the same ability more than once unless otherwise specified within the ability. Once you select a ability you cannot change it.
Theme Skill: Your experience within your theme applies in limited ways to the skills you use as an adventurer. When you reach 2nd tier, select one skill from your theme’s skill list. You gain a +2 bonus on checks with that skill. At 6th and 10th tier you may select an additional skill. In addition, at each such interval, the bonus for any skill you chose (including the one just selected, if so desired) increases by +2.
Expert Ability: You have gained great skill or prestige, enough to be recognized by others who share your interests. You gain a +2 bonus on Diplomacy checks when interacting with characters who share your theme. In addition, you gain an ability based on your theme.
Theme Feat: When you reach 4th tier and 8th tier, select one feat from your theme’s feat list. You gain this feat as a bonus feat. You must meet all prerequisites for the feat.
Advanced Ability: You are renowned within your field, and it is likely that other characters have heard of you even if they do not share similar interests. Your Diplomacy bonus when interacting with characters who share your theme increases to +4. In addition, you gain an ability based on your theme.
Legendary Ability: You are legendary within your field, perhaps more famous for your theme than you are as an adventurer. You gain your theme’s legendary ability.
This is still an alpha, so it’s subject to change. I’m really not sure about giving characters a theme ability at T7, when they’re already getting an ability from advancement, and only a feat at T8. Switching them is probably better design. I also don’t much like that characters only get one ability between Expert-level at T4 and Advanced-level at T7. But there’s a persnickety part of me that really wants to say “you get an ability at every odd-numbered tier.” I haven’t reconciled it yet.
Unless I completely redesign something, that’s it. Themes don’t take several pages of rules or a whole bunch of cross-checking to figure out, by design. If a player has already put together the several flowcharts and footnotes they need to understand occultist spellcasting, they don’t want to crack open three books to see how to be an urchin.
And since that’s the full set of rules, for the rest of the month I’ll probably be posting the themes themselves. Right now I have five done and a sixth this close to done, so I’ll have a good list of themes from which to pick.

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.