I’ve had some time in 5e to explore a few backgrounds for characters...and it’s safe to say that I’ve gravitated towards specific backgrounds more than others.
Looking at you, “Haunted One” & “Urban Bounty Hunter”...if I make one more “sullen hero” or “grizzled mercenary”, I swear...
Anyway.
I took a moment to re-visit “Tomb of Annihilation”, and stumbled across the “Archeologist” background...and I really dig the concept.
It’s clear that some considerable inspiration was taken from Indiana Jones...but there’s some flexibility here that takes into account for any sort of tomb raider, treasure hunter, grave robber, or adventurer.
Lara Croft, Nathan Drake, Rick O’ Connell, and Jack Sparrow come to mind.
I like that an Archeologist can be in it for the Fame, Wealth, History...or even be searching for Immortality.
Where I am stuck is what class to go with.
My character would be a thrill-seeker who has a natural curiosity for magical objects...always needing money to make ends meet, and making deals with shady patrons to fund their exploits.
Secretly, they envy legendary figures, and subconsciously their desire for magical artifacts is their way of becoming immortalized themselves.
Their flaws, among the various entertaining ones to choose from, is that they are unsettled by undead...a professional hazard that is uniquely problematic to D&D...and a reminder of their own mortality.
At first, a Rogue comes to mind...a “Thief” Rogue would have skullduggery & the ability to use magical objects, eventually...while a “Swashbuckler” has the daring charm & swagger to blunder through underworld situations.
Then I look at Monks...I like the appeal of an Archeologist who can settle conflicts with fisticuffs...making an “intellectual” who isn’t just “bookish”.
The “Cobalt Soul” Monk is a perfect fit for such a character...snagging Expertise in all the relevant skills an Archeologist could want.
Finally, you have the Intelligence-based classes...the Wizard is quite literally “bookish”...but it’s hard to argue the effectiveness with an Archeologist. A “Bladesinger” makes for an interesting rough-and-tumble character concept, however.
An Artificer is a strong choice, though...and for a character who might be fixated on magical artifacts; it seems perfect.
Wouldn’t know which subclass to choose, though...”Battle Smith” has some great features; but I’m not a big fan of “pet” classes; whereas “Artillerist” and “Armorer” provide some options.
Races are a whole other beast...Tabaxi have fixations with random objects...halflings are known to collect artifacts from their adventures.
I’d be curious to hear people’s ideas for such a character.
If anyone has had experience playing an Archeologist; this is also a wonderful opportunity to hear their exploits, as well!
I've talked about him before, I a player had me roll up a Wizard named Tim for him with "surprise me" being the only guidance. Went with Tim'Tachar Worfspawn, Hobgoblin Wizard (went war magic) with Archaelogist background. CHR dump stat, CON was actually his highest stat because Hobgoblin and decent STR and DEX to semi hold his own in a fight. We're still in third level, so he spams toll of the death and green flame blade, most of his magic beyond that is more divination oriented.
Anyway, he's kinda "deep cover" for his nation. Hobgoblins per lore don't have a lot of interest in art, but he works as the "manager/bookkeeper" for a traveling band consisting of a couple of bards, a rogue inquisitive, and a Fighter/muscle. In between performances the band tracks down lost lore particularly pertaining to lost magic and past civilizations. Tim's actually been tasked to explore the humanoid lands to track down lost magics with potential strategic/tactical applications for the Hobgoblin nation's security. So basically Indiana Jones as played by Worf from Star Trek TNG, but instead of "that belongs in the museum" more with the dudes who put the Ark in a warehouse. Player is the most experienced in the group so we have a thing going where he's engaged in subterfuge, the Whisper Bard is sort of in on it, the rest are dupes (though the players are aware something afoot with the person).
I've talked about him before, I a player had me roll up a Wizard named Tim for him with "surprise me" being the only guidance. Went with Tim'Tachar Worfspawn, Hobgoblin Wizard (went war magic) with Archaelogist background. CHR dump stat, CON was actually his highest stat because Hobgoblin and decent STR and DEX to semi hold his own in a fight. We're still in third level, so he spams toll of the death and green flame blade, most of his magic beyond that is more divination oriented.
Anyway, he's kinda "deep cover" for his nation. Hobgoblins per lore don't have a lot of interest in art, but he works as the "manager/bookkeeper" for a traveling band consisting of a couple of bards, a rogue inquisitive, and a Fighter/muscle. In between performances the band tracks down lost lore particularly pertaining to lost magic and past civilizations. Tim's actually been tasked to explore the humanoid lands to track down lost magics with potential strategic/tactical applications for the Hobgoblin nation's security. So basically Indiana Jones as played by Worf from Star Trek TNG, but instead of "that belongs in the museum" more with the dudes who put the Ark in a warehouse. Player is the most experienced in the group so we have a thing going where he's engaged in subterfuge, the Whisper Bard is sort of in on it, the rest are dupes (though the players are aware something afoot with the person).
Digging the “deep cover” angle.
Great example of implementing the race for the character.
My honest opinion is that race and class don’t matter for truly great characters. So play whatever you want to play! For my two cents, a Knowledge Domain cleric could be a cool choice.
Lore Bard - knowledge is power, but books are boring; more interesting the education that needs to be unearthed or the insights only to be acquired in equal trade. Trickery Cleric - puzzle boxes and trap riddles, tiny contraptions to capture minds and souls; what delightful nic-nac might we happen upon today? Fey Wanderer Ranger - finders keepers, losers weepers; the wild hunt enflames your blood. Genie Warlock - two words, your life enshrined within them, are tattooed on your left wrist: Open Sesame.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Not to be that guy, but any class can work with any background. Often it’s the less natural ones that make the most interesting characters. A street urchin paladin I had one player use comes to mind.
I took a moment to re-visit “Tomb of Annihilation”, and stumbled across the “Archeologist” background...and I really dig the concept.
I see what you did there.
A Necromancer who digs up ancient bones SO HE CAN HAVE A CHAT WITH THEM
A Moon Druid who has never seen a dinosaur but digs up bones so he can shift into them.
One of the "spirit" subclasses (Ancestral Barbarian, Shepherd Druid, Spirits Bard, Phantom Rogue... geez there's a lot) who seeks out the origins of their spirits.
Grave Cleric who goes looking for remains/artifacts of people who have not been able to rest even after ages.
Inquisitive Rogue who uses his investigative powers for finding buried things.
Any Sorcerer/Warlock who searches for artifacts related to their bloodline/patron.
A Knowledge Cleric, Lore Bard, or any Wizard, interested in Netheril, which is the go-to "dig them up so we can take their magic" macguffin civ.
And that's ignoring that you can build any character you want and their class doesn't necessarily have to fit with their hobbies.
Lore Bard - knowledge is power, but books are boring; more interesting the education that needs to be unearthed or the insights only to be acquired in equal trade. Trickery Cleric - puzzle boxes and trap riddles, tiny contraptions to capture minds and souls; what delightful nic-nac might we happen upon today? Fey Wanderer Ranger - finders keepers, losers weepers; the wild hunt enflames your blood. Genie Warlock - two words, your life enshrined within them, are tattooed on your left wrist: Open Sesame.
Lore Bard - knowledge is power, but books are boring; more interesting the education that needs to be unearthed or the insights only to be acquired in equal trade. Trickery Cleric - puzzle boxes and trap riddles, tiny contraptions to capture minds and souls; what delightful nic-nac might we happen upon today? Fey Wanderer Ranger - finders keepers, losers weepers; the wild hunt enflames your blood. Genie Warlock - two words, your life enshrined within them, are tattooed on your left wrist: Open Sesame.
I’ve got a Lore Bard in my campaign based on Indiana Jones. It works out pretty well. I ended up giving them a magic whip that grants thorn whip, though they don’t use it.
Between my last post and this revival, I created a Lizardfolk Warlock archaeologist, Komodo Sussudio for a one shot. We were playing in Tal Dorei so the whole thing was his patron was beckoning him on a trail to find relics of his folks' past civilization. He was fun, played him as a sort of mix between Indiana Jones and classic Starscream (who in even the G1 continuity had a scientific background prior to joining the Seekers). Yes, he had thorn whip.
I’ve had some time in 5e to explore a few backgrounds for characters...and it’s safe to say that I’ve gravitated towards specific backgrounds more than others.
Looking at you, “Haunted One” & “Urban Bounty Hunter”...if I make one more “sullen hero” or “grizzled mercenary”, I swear...
Anyway.
I took a moment to re-visit “Tomb of Annihilation”, and stumbled across the “Archeologist” background...and I really dig the concept.
It’s clear that some considerable inspiration was taken from Indiana Jones...but there’s some flexibility here that takes into account for any sort of tomb raider, treasure hunter, grave robber, or adventurer.
Lara Croft, Nathan Drake, Rick O’ Connell, and Jack Sparrow come to mind.
I like that an Archeologist can be in it for the Fame, Wealth, History...or even be searching for Immortality.
Where I am stuck is what class to go with.
My character would be a thrill-seeker who has a natural curiosity for magical objects...always needing money to make ends meet, and making deals with shady patrons to fund their exploits.
Secretly, they envy legendary figures, and subconsciously their desire for magical artifacts is their way of becoming immortalized themselves.
Their flaws, among the various entertaining ones to choose from, is that they are unsettled by undead...a professional hazard that is uniquely problematic to D&D...and a reminder of their own mortality.
At first, a Rogue comes to mind...a “Thief” Rogue would have skullduggery & the ability to use magical objects, eventually...while a “Swashbuckler” has the daring charm & swagger to blunder through underworld situations.
Then I look at Monks...I like the appeal of an Archeologist who can settle conflicts with fisticuffs...making an “intellectual” who isn’t just “bookish”.
The “Cobalt Soul” Monk is a perfect fit for such a character...snagging Expertise in all the relevant skills an Archeologist could want.
Finally, you have the Intelligence-based classes...the Wizard is quite literally “bookish”...but it’s hard to argue the effectiveness with an Archeologist. A “Bladesinger” makes for an interesting rough-and-tumble character concept, however.
An Artificer is a strong choice, though...and for a character who might be fixated on magical artifacts; it seems perfect.
Wouldn’t know which subclass to choose, though...”Battle Smith” has some great features; but I’m not a big fan of “pet” classes; whereas “Artillerist” and “Armorer” provide some options.
Races are a whole other beast...Tabaxi have fixations with random objects...halflings are known to collect artifacts from their adventures.
I’d be curious to hear people’s ideas for such a character.
If anyone has had experience playing an Archeologist; this is also a wonderful opportunity to hear their exploits, as well!
I've talked about him before, I a player had me roll up a Wizard named Tim for him with "surprise me" being the only guidance. Went with Tim'Tachar Worfspawn, Hobgoblin Wizard (went war magic) with Archaelogist background. CHR dump stat, CON was actually his highest stat because Hobgoblin and decent STR and DEX to semi hold his own in a fight. We're still in third level, so he spams toll of the death and green flame blade, most of his magic beyond that is more divination oriented.
Anyway, he's kinda "deep cover" for his nation. Hobgoblins per lore don't have a lot of interest in art, but he works as the "manager/bookkeeper" for a traveling band consisting of a couple of bards, a rogue inquisitive, and a Fighter/muscle. In between performances the band tracks down lost lore particularly pertaining to lost magic and past civilizations. Tim's actually been tasked to explore the humanoid lands to track down lost magics with potential strategic/tactical applications for the Hobgoblin nation's security. So basically Indiana Jones as played by Worf from Star Trek TNG, but instead of "that belongs in the museum" more with the dudes who put the Ark in a warehouse. Player is the most experienced in the group so we have a thing going where he's engaged in subterfuge, the Whisper Bard is sort of in on it, the rest are dupes (though the players are aware something afoot with the person).
Jander Sunstar is the thinking person's Drizzt, fight me.
Digging the “deep cover” angle.
Great example of implementing the race for the character.
My honest opinion is that race and class don’t matter for truly great characters. So play whatever you want to play! For my two cents, a Knowledge Domain cleric could be a cool choice.
Wizard (Gandalf) of the Tolkien Club
Lore Bard - knowledge is power, but books are boring; more interesting the education that needs to be unearthed or the insights only to be acquired in equal trade. Trickery Cleric - puzzle boxes and trap riddles, tiny contraptions to capture minds and souls; what delightful nic-nac might we happen upon today? Fey Wanderer Ranger - finders keepers, losers weepers; the wild hunt enflames your blood. Genie Warlock - two words, your life enshrined within them, are tattooed on your left wrist: Open Sesame.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Not to be that guy, but any class can work with any background. Often it’s the less natural ones that make the most interesting characters. A street urchin paladin I had one player use comes to mind.
I see what you did there.
And that's ignoring that you can build any character you want and their class doesn't necessarily have to fit with their hobbies.
Even a blind squirrel finds a nut once in awhile.
Love it.
That...!
...was totally an accident. Wow.
Two words. "Indiana Gnome"
<Insert clever signature here>
I’ve got a Lore Bard in my campaign based on Indiana Jones. It works out pretty well. I ended up giving them a magic whip that grants thorn whip, though they don’t use it.
Specifically for Forgotten Realms - Yuan-Ti archaeologist, that looks for signs of Sarrukh civilisation.
“stumbled across the “Archeologist” background...and I really dig the concept.”
Nearly spit my drink when i heard that.
I didn’t see what you did there.
It was an accident! XD
Between my last post and this revival, I created a Lizardfolk Warlock archaeologist, Komodo Sussudio for a one shot. We were playing in Tal Dorei so the whole thing was his patron was beckoning him on a trail to find relics of his folks' past civilization. He was fun, played him as a sort of mix between Indiana Jones and classic Starscream (who in even the G1 continuity had a scientific background prior to joining the Seekers). Yes, he had thorn whip.
Jander Sunstar is the thinking person's Drizzt, fight me.