In Dungeons & Dragons, Dungeon Masters are not the protagonists. Neither are their myriad monsters, nonplayer characters, fantastical locations, might deities, or mystical magic items. Instead, the spotlight shines on the pieces the Players brought with them to the table: the Player Characters. These venerable heroes, wily looters, and lucky adventurers are the centerpiece of all that happens. Every battle, every conversation, and every exploration is carried out in some way by them. Thus, it’s important that these characters are compelling, no?
If you create a compelling character, it greatens the joy and entertainment of everything in the campaign. You’ll be more invested, along with the rest of the players at the table. In this installment of Legendary Lessons, I’m going to help you do just that! Let’s discuss five facets of a compelling D&D character.
Of course, the first step is to create your character. Pick a race and class, then give them a little bit of personality. Use Chapter 4: Backgrounds in the fifth edition Player's Handbook. Bookmark it, too. We'll be referencing it a few times throughout this process! Choose a background like acolyte or sailor, select or roll randomly for an ideal, a personality trait, a bond, and a flaw. After that, continue below.
1. Part of the World
If you’re a wizard, maybe the school you attended is nearby and you can contact its administrators for assistance. Rogues might be a part of a prominent thieves’ guild or a dirty, up-and-coming gang who lairs in the sewers beneath the city. The half orc antipaladin who imprisoned your best childhood friend and brought him before his infernal master could return to the story and become a villain in the campaign. Maybe you can hitch a ride from your friend, the stable owner.
All of these examples connect your character to the world and make them a part of it. And if you’re a part of the world, then you’ll care much more about it; as a result, so will the other players and your DM. These stories, people, and places from your background can also help shape your personality. Side note: these background elements don’t need to be created before the campaign begins. D&D worlds are constantly changing and being built upon. Don’t be afraid to create NPCs, locations, and plots on the fly.
2. A Reason to Be There
It doesn’t matter how simple or how complicated your reason is. Perhaps you just want the bounty being offered by the local monster hunter, or maybe you are desperate for revenge against the hill giant who crushed your award-winning hog. All that matters is that you want to be in the murky swamp where the medusa supposedly hides, or in the depths of the hill giant’s cave, knee-deep in pig bones and half-eaten cows (the giant doesn’t like cows).
This doesn’t mean your character can’t disagree with what the party is doing, but that disagreement shouldn’t bring the game to a standstill. When it does, it fractures the wonderful experience that is D&D. Try not to fight about where to go next or what quest to take too often and once the next action is decided upon, don’t fret. Instead, come up with a reason why you’d want to be there! It’s D&D; anything is possible.
3. A Fatal Flaw
There are lots of flaws listed in the Backgrounds chapter of the fifth edition Player’s Handbook. Pick one of those and ensure you play it up. Just because the flaw exists on your character sheet doesn’t mean your character is flawed. It’s up to you to include it in the game itself.
Are you a devout cleric of Torm who is dedicated to their temple and its people? What happens when all signs in a foul plot to murder the town’s mayor point to your temple’s leadership? If you are truthful about your flaw, if you play it up, you won’t immediately skip over to the temple and bang on your priest’s doors. You might defend them, come up with excuses, and try to speak with them alone. Even with the evidence piling up, you might refuse to indict them. Perhaps a confrontation between them and your party comes to blows...whose side are you on? Dramatic, no? That’s the point! Fatal flaws make for great stories and great D&D.
4. A Dangerous Secret
5. Close Friends and Hearsay
Here’s a table of potential connections to other members of your party:
A Compelling Character
Meet Morgash: he's a half orc warlock and my next D&D character. Morgash was raised in the cellars below the Font of Knowledge in Waterdeep. He was left there as a babe by his mother or father, eyes red and veins black. The priests there took him in and tried to cure him of his sickness. They thought they succeeded; they were wrong. For the first thirty years of his life, Morgash assisted the clergy of Oghma from the depths of the temple, sorting tomes, cleaning relics, and learning about the ways of Waterdeep from below. Upon examination of a particular artifact found in the depths of Undermountain, the evil inside him stirred. Without warning or explanation, Morgash left the Font of Knowledge in the night and traveled to the Yawning Portal, dead set on entering the dungeon that lurked below the establishment. Here is the breakdown of Morgash:
Personality Trait
Morgash is horribly awkward in social situations and talks in third person.
Ideal
Morgash's patron's artifact hides in Undermountain; it leads to the patron's salvation and power and domination. It must be found.
Bond
Morgash's patron hides inside him. It has always been with him. Morgash would do anything for it...does his patron believe the same?
Five Facets
- Part of the World. Morgash has lived in Waterdeep his entire life, though much of it has been spent beneath one of the city's greatest temples. He has relationships with the priests of that temple, the temple itself, and knows of the troubles the city has endured the past three decades.
- A Reason to be There. Morgash is a warlock whose patron desperately wants to find something in Undermountain. The patron hiding inside Morgash has finally awakened and forced Morgash to the Yawning Portal. But was he forced, really? Morgash's patron has always been within him, speaking to him, helping him. Morgash would do anything his patron asked...
- A Fatal Flaw. What I just stated in the sentence prior: Morgash would do anything his patron asked, without question. This could lead to some unfortunate confrontations or terrible situations.
- A Dangerous Secret. When interacting with the party, Morgash knows he must hide who and what his patron is. They can know he's searching for something below the Yawning Portal, but what it is and why it is important can remain a secret. If that secret gets out...bad things might happen.
- Close Friends and Hearsay. The other characters have not been created for the adventure yet, so I'm not connected to any of them. Maybe one can be a priest from his temple who is also delving into Undermountain. That would lead to some interesting experiences, especially if the priest was alive when Morgash was dropped on the steps of the temple.
In Summary
- Be a part of the world.
- Have a reason to be there, to be a member of the party.
- Make sure you have a fatal flaw.
- Create a dangerous secret to hide.
- Connect to other members of the party.
Until next time everyone, farewell!
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Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.
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