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Developing your character into someone who has a
rich story can be a fun and rewarding process. You
likely have an idea of what race and what class you
want to play, but you might have only a general idea
of what your character’s life was like before you start
playing the character at the gaming table. A theme
can help you f lesh out your character and provide
some interesting options for developing his or her
background.
This article discusses how to use character themes
in both character creation and the makeup of a party,
and it goes on to detail four character themes: the
alchemist, the animal master, the order adept, and
the wizard’s apprentice.
Character Themes
Heroes of Nature
C haraCter t hemes
Your character’s theme is a career, calling, or iden-
tity that describes who he or she is in the world.
Just as race and class create basic definitions about
who your character is, theme adds a third character
component to help refine your story and identity. For
example, you might be a human wizard who chooses
the alchemist theme, but “human alchemist” might
mean many different things. You might live in a vil-
lage and sell useful items to the locals for use in their
everyday needs. Perhaps you live in a town among
other wizards and want to travel to see more of the
world. Or perhaps you roam the forest or swamp, pro-
tecting its creatures from external threats with your
items because you consider the natural balance of the
area to be sacred. Each theme can encompass several
unique stories within the same concept.
A theme can embrace characters of different
classes. For example, many alchemist characters
are wizards, but a rogue with a particular interest
in providing his or her own means of disappearing
quickly might pick up a few formulas and learn how
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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and Lore
By Richard Baker
Illustrations by RC Torres and Craig J. Spearing
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Character Themes: Heroes of Nature and Lore
to make them. A wizard’s apprentice might work
with the arcane arts, but he or she doesn’t have to
be a wizard—a druid with this theme might have
started out learning from a wizard and instead
decided to follow a different path. A few themes are
narrow enough to be limited to certain classes or
races—for example, a theme intended for characters
who use the arcane power source, or a theme for
dwarf characters—but most themes are open to any
character.
Using Themes
to Create Characters
Themes offer a wide array of character creation tools.
You might choose a class that is identified strongly
with the theme already so that you can reinforce your
character’s role with the powers that are available.
For example, the wizard’s apprentice offers theme
powers that work well for controller characters, so
if you’re playing a wizard, the wizard’s apprentice
theme lets you put a new spin on your role.
You can also use a theme to take your character
in a new direction, adopting a story role your class
otherwise wouldn’t provide. For example, a fighter
who chooses the animal master theme can gain some
useful striker powers. This sort of combination is a
natural tool for building the story of your character:
Why would an animal master be a fighter? Is he or
she a follower of a deity that defends nature and so
he or she chooses to have an animal help achieve
specific goals? A warrior who loves to distract his or
her opponents in combat by using a creature? Taking
a theme that isn’t an obvious fit can offer all sorts
of interesting story-building possibilities for your
character.
Perhaps the best way to think of your charac-
ter’s theme is this: What were you immediately
before you became an adventurer? How would
you describe yourself to someone else in the game
world? Even a class name isn’t necessarily an obvi-
ous part of a character’s identity; after all, if you see
a highly skilled sword-wielder in leather armor,
that person might be a fighter, a rogue, a ranger,
or a paladin. A theme, on the other hand, can be
something that is obvious to the character and to
everyone else, too. If you create alchemical items,
you’re an alchemist. If you’re supporting the goals
of a specific order, you might be an order adept. In
other words, your class is the set of talents you bring
to your theme, and your theme is the story behind
your class.
Themes in the Party
Think about how your character’s theme might
interact with the themes that the other players chose.
Discuss this with them and the DM in the same way
that you might talk about what class or role each
person is playing in the party. The following ideas
might help to create a story of how your characters
come to know one another.
Similar Circles: Some themes can make
characters into natural allies—or at least
acquaintances—when the campaign starts. For
example, the wizard’s apprentice and order adept
themes can both be used for members of an arcane
guild, and such characters might well have known
one another before they started adventuring.
Similar Causes: Many character themes can have
similar goals—at least at first. The alchemist might
decide with the animal master that they need to seek
out a rare plant. Though characters with those themes
might not know each other before they started adven-
turing, they often have a similar outlook.
Different Desires: Characters who choose
themes with different goals can find common
purpose despite their divergent outlooks. These char-
acters can create a bond based on a bargain or an
oath to aid one another in their separate quests.
all for one: If more than one player likes the
same theme, having multiple characters choose it can
be a great deal of fun. Such characters might be old
friends, beloved family members, or rivals who have
Choosing a Theme
A character can have only one theme, which you can
choose when you create your character. The theme
you select grants the benefits described below. You
don’t have to select a character theme if you don’t
want to. Also, you can hold off on selecting a theme,
but most themes represent your unique background
or origin as an adventurer, and they work well for 1st-
level adventurers.
Starting Feature: Each theme includes a feature
that you gain when you select the theme during
character creation.
additional Features: Most themes offer addi-
tional features at levels 5 and 10. You gain an
additional feature automatically when you reach the
appropriate level—it doesn’t replace any of your class
features.
optional Powers: Most of these themes include
a number of powers that you add to the ones from
which you can choose from your class when you
reach the appropriate level. For example, if you’re a
6th-level fighter, you can choose a 6th-level fighter
utility power or a 6th-level utility power from your
theme.
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Character Themes: Heroes of Nature and Lore
been thrown together against their will or knowledge.
The characters might have worked together as a team
before meeting up at the start of the campaign.
If you choose this approach, feel free to adjust the
details of a theme’s backstory. For example, it likely
makes sense for two characters of the order adept
theme to come from different orders.
Making Fun Choices
As you roleplay your character’s theme, avoid making
choices that you think might annoy other players or
make them uncomfortable. For example, your char-
acter might be a wizard’s apprentice who, because
of a sheltered upbringing in a small village, believes
tief lings to be a wholly evil race. However, if you use
that mindset as an excuse to attack your friend’s tief-
ling character, it’s not likely to make for a good play
session. If everyone else in the group seems okay with
a tief ling in their midst, your character is probably
perplexed by what it means. Even if your character
encountered your friend’s tief ling character alone,
choosing to watch and follow that tief ling seems a
wiser decision than attacking on sight. Then, after
you and your friend’s character get to know one
another, it will make sense that they become allies (if
not friends).
Regardless of what makes sense for roleplaying,
sometimes it should take a back seat to what would
be fun for everyone. When you’re confronted with a
situation in which you think your character should
do something that you know the other characters will
not like, think about how those characters’ players
might react. Sometimes the mischievous, improper,
or stupid thing you think your character should do
adds to the fun of everyone at the table. Sometimes
such an action only makes you the center of attention
at the expense of making the game less fun for every-
one else. Make sure you know the difference.
Changing Themes
Your character might discover a different calling at
some point in his or her career and wish to change
themes. For example, your character might begin a
career as a wizard ’s apprentice, but after a few levels,
your group succeeds in overthrowing the evil leader
of a group of wizards and warlocks. After your group
has dealt with the threat, your character is invited to
join an arcane order. You could keep your wizard’s
apprentice theme, ref lecting the start of your adven-
turing career, or you might choose to take order
adept as your new theme as you start learning more
about your chosen subject.
If you have no powers or feats that use your
theme as a prerequisite, you can retrain your theme
choice when you gain a level. If you have a feat or a
power that requires your existing theme, you must
first retrain those to choices that don’t have your
theme as a prerequisite. Then you can change your
theme by retraining at the next opportunity.
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Character Themes: Heroes of Nature and Lore
a lChemist
Masters of a rare and ancient discipline, alchemists
study the properties of mundane and magical ele-
ments. They are keen observers of the physical
world, and many alchemists have extensive interests
in fields of knowledge ranging from astronomy to
zoology.
Although many wizards find the study of alchemy
rewarding, not all alchemists are wizards. Alchemy
does not require the casting of spells or the use of
arcane power; the reagents provide all the magic
that is necessary to create alchemical effects. Any-
body who has a reliable formula, the necessary
ingredients, and the specialized knowledge to follow
exacting instructions precisely can create alchemical
substances and devices. For example, fighters and
paladins sometimes study alchemy for its usefulness
in siegecraft and military engineering, and rogues
find many uses for smoke bombs, lock-eating acids,
and sleeping powders.
Experiment and experience are the alchemist’s
path to understanding, and the vast majority of
alchemists maintain a large laboratory stocked with
a huge variety of tools and reagents. Alchemical
laboratories are expensive, so most alchemists seek
out a wealthy sponsor, such as a royal patron, or a
civic commission. In some lands, sponsorship of a
famous alchemist is a point of great pride, and rival
cities or courts seek to entice alchemists of renown
to establish workshops in the realm. Alchemists
who have no royal patrons support their studies and
experiments by producing mixtures that are useful
to other artisans, or substances that have military
(or criminal) applications. Unsponsored alchemists
have less time or fewer resources available for pure
experimentation, but they’re also not hampered by
meddling or inconvenient requests from the lord or
lady holding the purse strings.
Creating an Alchemist
Adventuring alchemists have little opportunity
to establish large laboratories or conduct lengthy,
involved experiments. However, they have a great
advantage over alchemists who are settled in work-
shops: They frequently encounter rare and unusual
materials that more sedentary alchemists have a
hard time coming by, so they can create potent mix-
tures and substances with much smaller samples
and simpler processes than alchemists who rely on
more mundane materials. Armed with a “traveling
workshop”—a large case filled with small samples of
useful reagents, portable instruments, and working
notes—an adventuring alchemist can prepare almost
anything an ordinary alchemist might brew up in a
full-sized workshop. Adventuring alchemists natu-
rally keep their eyes open for interesting materials,
and they constantly restock their cases with quick
scrapings or samples from the things they see as they
go about their explorations.
AlCheMy CAse
Price: 40 gp
Weight: 20 lb.
This sturdy leather valise includes well-packed
glassware, a burner, a mortar and pestle, and
dozens of jars of common alchemical reagents.
You need an alchemy case, or access to an
alchemical workshop, to use alchemist powers.
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