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BY MICAH J.

TILL
CREW MEMBER FEATURES
CREW MEMBERS The list of crew member features is presented here in
In the course of their adventures, players may require non-
alphabetical order. While the options cover many possible
player characters (NPCs) to staff a castle, man a ship, or
roles, the list can be expanded as needed to fit your campaign.
otherwise be in the players’ employ over a lengthy period of
Aide. Once per week, the crew member can provide a
time. These characters are not additional party members per
player character advantage on a roll using the specified skill.
se, but a crew of often specialized non-combatants. The
If the activity tied to the roll is not time-sensitive, the player
dungeon master (DM) can simplify these NPCs down to
character can treat a d20 roll of 9 or lower as a 10.
statistical bookkeeping by counting them as skilled and
Arcanist. Once per week, the crew member can cast the
unskilled hirelings as outlined in the Dungeon Master’s
specified spell as a ritual requiring no material components.
Guide but doing so threatens to obscure their unique features The level of the spell determines the spell's saving throw DC
and personality traits that spark memorable roleplay. and attack bonus as if using a spell scroll.
This rule set adds a third hireling category, crew members, Artillerist. The crew member can direct an appropriately
to address this need. Each crew member has a single sized team of willing allies to operate a siege weapon during
mechanical feature that defines their role and can be easily combat.
integrated into a short description for the DM and players to Informant. The crew member is familiar with the factions
review as needed. and politics of a certain area. It also knows at least one
sanctuary or safehouse where food and rest can be found.
RECRUITING C REW MEMBERS Master Trainer. The crew member can train other
creatures in the specified proficiencies or spells in half the
Crew members may be recruited in a variety of ways. If the
normal time for twice the normal total cost.
players are forming a team with a specific task in mind, they
may choose to seek out certain skill sets: military leaders,
Pathfinder. The crew member is familiar with the flora,
fauna, geography, and climate of a certain area. It can
arcane practitioners, expert artisans, etc. It is also possible
that based on the narrative of the game, NPCs with certain navigate to any major landmarks and knows at least one
features seek out the player characters instead. Of course, hidden location or path.
NPCs can also be selected randomly by rolling on the Crew Pilot. The crew member has a +4 bonus to all rolls using
Member tables below each time the party reaches a new tier the specified vehicle proficiency and can control those vehicles
with narrative justifications invented based on the results. both under normal conditions and during stressful situations
Most crew members require housing and a minimum wage like combat.
of 5 gp per day, but alternate arrangements are also possible Quartermaster. Once per week, this crew member can use
depending on the goals of the character in question. The crew an action to produce any single piece of non-magical
adventuring gear listed in the Player’s Handbook from its
member might require a share in the earnings of an
pack or pockets.
establishment, a specific item or piece of information, or the
completion of a task.
Sidekick. The crew member gains sidekick levels as an
expert, spellcaster, or warrior to match the lowest level
There’s no limit on the number of crew members players
may recruit but, as a rule of thumb, the party should have appropriate for the tier of play. See Tasha’s Cauldron of
access to a number of crew members equal to three times the Everything for the rules on sidekicks.
current tier of play. (As an example, a party of 8th-level Squire. Once per week, when a player character rolls
adventurers would have access to six crew members.) There initiative, that player may declare that this crew member
may be many non-crew member hirelings under the players’ previously aided in changing which armor, weapons, and/or
command, but this number is usually sufficient to allow magic items the player character has equipped. This feature
interesting interactions to take place without overwhelming cannot bypass the equipment’s requirements or restrictions,
the DM or players with a host of named NPCs. curse effects, or other usage limitations.
Technologist. The crew member has a +4 bonus to all rolls
with the specified tool proficiency and may perform related
ANATOMY OF A CREW MEMBER crafting or downtime activities. Additionally, once per week,
Each crew member should have the following information: the crew member can provide a player character advantage
on a roll using the specified tool proficiency.
• Name
• Classification (gender, race, etc.) TIERS OF P LAY
• A short description Tier PC Levels Crew Members Sidekick Level
• Crew member feature 1 1–4 3 1st
• Personality trait, bond, ideal, and flaw 2 5–10 6 5th
3 11–16 9 11th
Write the crew members information on a card for players 4 17–20 12 17th
to reference during play. If you are playing in-person, this
card serves as a tangible reminder for players of the NPC’s
existence. A digital note can function much the same on a
virtual tabletop.
Except as noted by its classification and crew member
feature, each crew member uses the statistics of a commoner.

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“ONCE PER WEEK” FEATURES C OMMONER SRD 398

The assumption of “once per week” crew member features is Medium humanoid (any race), any alignment
that each will be available every three to six hours of play
Armor Class 10
time. Not every campaign uses a seven-day week and not
every group plays adventures at the same rate though. The Hit Points 4 (1d8)
DM can replace “once per week” with another option from the Speed 30 ft.
list below if it will work better at your table: STR DEX CON INT WIS CHA
• Once per tenday 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
• Once per session
Senses passive Perception 10
• Once per every four hours of play
Languages any one language (usually Common)
• Once per every five long rests
Challenge 0 (10 XP) Proficiency Bonus +2
• Once per adventure
• Once per hardcover chapter
ACTIONS
Another option is to allow players to spend DM inspiration
to trigger “once per week” features in place of gaining Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit:
advantage on a roll. This may result in certain crew members 2 (1d4) bludgeoning damage.
being used more often than others but bypasses any
interparty conflict over who gets to use favorite features each
time they become available.
CREW MEMBERS AS PLAYER CHARACTERS
ROLEPLAYING CREW MEMBERS Since each crew member has a fully fleshed out personality,
they can be used as temporary player characters should a
While the DM retains ultimate control over what a crew
new player join or an existing player character die. They can
member’s personality and actions, players should be
also be used to set up shorter adventures that flesh out the
encouraged to step into roleplaying the characters as an
game world.
extension of the adventuring party. There are many ways to
While an adventuring party of all crew members can
do this. Here are some options:
function with commoner statistics, adding sidekick levels per
• The DM plays all crew members but accepts suggestions Tasha’s Cauldron of Everything that match each crew
from players on how to adjudicate each scene. member’s theme is strongly recommended. If a player will use
• Each player is assigned one or more crew members to play a crew member to adventure alongside characters created
every time that character appears in a scene. with the rules in the Player’s Handbook, sidekick levels—or
• When a player starts a conversation with a crew member, class levels—are required. In either case, crew members can
the player to their left assumes the role of that character, either be assigned a level equal to the average party level
continuing around the table until all crew members are (APL) or the lowest level appropriate for the tier of play.
accounted for. If a player wishes to convert a crew member to a player
• Players each suggest and vote on the attitude or actions of character under their permanent control, they may do so at
a crew member during the current scene. The player with the DM’s discretion. The player should work with the DM to
the most popular suggestion is responsible for playing out assign appropriate sidekick or class levels to the character.
the result. The player must forfeit the character’s daily wage, but the
DM should consider the character’s background and the
The optional loyalty rule from the Dungeon Masters Guide nature of the campaign to determine what equipment and
and/or the quality rule from Ghost of Saltmarsh can be knowledge, if any, the player gains as part of assuming
implemented to track crew member morale individually or as control over the character.
a group. A crew member who becomes disloyal may leave the
party or act against their interests. If crew members mutiny,
their actions against the player characters may be overt or LEGAL
covert, as appropriate to the situation. DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
CREW MEMBERS IN COMBAT ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Most crew member are not trained combatants. Unless Wizards of the Coast in the USA and other countries.
massive battles are a highlight of your game, it is This work contains material that is copyright Wizards of
recommended that only crew members with the Sidekick the Coast and/or other authors. Such material is used with
feature be represented as individual creatures in combat. permission under the Community Content Agreement for
While additional crew member features my impact combat, Dungeon Masters Guild.
those effects may be narrated as part of the scene description. All other original material in this work is copyright 2021 by
Micah J. Till and published under the Community Content
Agreement for Dungeon Masters Guild.

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CREW MEMBER RACE AIDE SKILL P ROFICIENCY MASTER TRAINER SUBJECT
d100 Race d100 Skill Proficiency d100 Proficiencies or Spells
01–04 Dragonborn 01–05 Athletics 01–05 Armor, light
05–13 Dwarf, hill 06–10 Acrobatics 06–10 Armor, medium
14–21 Dwarf, mountain 11–15 Sleight of Hand 11–15 Armor, heavy
22–25 Elf, dark 16–20 Stealth 16–20 Armor, shields
26–34 Elf, high 21–25 Arcana 21–25 Gaming set, all
35–42 Elf, wood 26–30 History 26–30 Instruments, all
43–46 Gnome, forest 31–35 Investigation 31–32 Languages, all
47–52 Gnome, rock 36–40 Nature 33–36 Languages, all standard
53–56 Half-elf 41–45 Religion 37–40 Languages, 1d4 exotic
57–60 Half-orc 46–50 Animal Handling 41–45 Skills, any one (roll on the Aide
61–68 Halfling, lightfoot 51–55 Insight table)
69–76 Halfling, stout 56–60 Medicine 46–55 Spells, 2d6 from one tradition
77–96 Human 61–65 Perception 56–60 Spells, 2d4 with the ritual tag
97–00 Tiefling 66–70 Survival 61–70 Tools, any 1d4 (roll on the
71–75 Deception Technologist table)
CREW MEMBER FEATURE 76–80 Intimidation 71–75 Vehicles, land or water
d100 Crew Member Feature 81–85 Performance 76–80 Weapons, all
01–10 Aide 86–90 Persuasion 81–85 Weapons, martial
11–20 Arcanist 91–00 Roll again 86–90 Weapons, melee
21–25 Artillerist 91–95 Weapons, ranged
26–35 Informant ARCANIST SPELL 96–00 Weapons, unarmed strikes
36–45 Master Trainer Spell
46–50 Pathfinder d100 Level Spell TECHNOLOGIST TOOL P ROFICIENCY
51–55 Pilot 01–10 1 Ceremony d100 Tool Proficiency
56–60 Quartermaster 11–20 1 Identify 01–03 Alchemist’s supplies
61–70 Sidekick 21–30 2 Augury 04–06 Brewer’s supplies
71–75 Squire 31–40 2 Darkvision 07–09 Calligrapher’s supplies
76–00 Technologist 41–50 2 Nystul’s magic aura 10–12 Carpenter’s tools
51–60 2 Skywrite 13–15 Cartographer’s tools
61–70 2 Zone of truth 16–18 Cobbler’s tools
71–75 3 Nondetection 19–21 Cook’s utensils
76–80 3 Remove curse 22–24 Glassblower’s tools
81–85 3 Sending 25–27 Jeweler’s tools
86–90 3 Speak with dead 28–30 Leatherworker’s tools
91–95 3 Tongues 31–33 Mason’s tools
96–00 3 Water breathing 34–36 Painter’s supplies
37–39 Potter’s tools
40–42 Smith’s tools
43–47 Tinker’s tools
48–50 Weaver’s tools
51–53 Woodcarver’s tools
54–58 Disguise kit
59–63 Forgery kit
64–65 Gaming Set
66–70 Herbalism kit
71–75 Musical instrument
76–80 Navigator’s tools
81–85 Poisoner’s kit
86–90 Thieves’ tools
91–95 Vehicles (land)
96–00 Vehicles (water)

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B AUER RETHA HIBO ELWIT ULDAIR
Female Stout Halfling Female Half-orc Male Half-elf

Bauer understands that sometimes Retha enjoys debating philosophy Elwit is an apprentice in the
you need a fresh start. Sometimes and the nature of mortals. She Arcane Brotherhood. He is viewed
you need to fake your death, move tends to do so while chain smoking as an accomplished young mage, a
far away, and use a new name. cheap pipe weed and double fisting reputation that fast tracks him
When the time comes, she can help the strongest ale available. both for promotion and for
you make that happen. Retha has the Artillerist feature. assassination attempts.
Bauer has the Arcanist (feign Personality. “Do you think Elwit has the Master Trainer
death) feature. meeting violence with violence only (graviturgy spells) feature.
Personality. “Every been to Old serves to perpetuate hatred? Hold Personality. “If you are not
Xoblob Shop in Waterdeep? Yeah, on—WE NEED MORE BALLISTA useful, you are useless.”
me neither, obviously. But it’s BOLTS OVER HERE!—Sorry, you Ideal. “Power is not a means; it
worth a visit.” were saying?” is an end.”
Ideal. “Excitement is worth a Ideal. “Logic, rationality, cause Bond. “One of the Hosttower
little danger.” and effect—these are the only Overwizards promised his
Bond. “We all have enemies; I’m things one can truly trust.” patronage should I discover the
just blessed with a wealth of them.” Bond. “I write my daughter a machinations of his rival.”
Flaw. “I refuse to form close new letter every evening.” Flaw. “Any collateral damage in
attachments. That’s just asking for Flaw. “Priests are all charlatans my ascent to greatness is
trouble.” and need to be exposed.” acceptable loss.”
● CREW MEMBER ● ● CREW MEMBER ● ● CREW MEMBER ●

RAXIT SINGHAL “HURRICANE” B ECKETT MALICIA GRIM


Male Red Dragonborn Female Half-elf Female Human

Raxit is slow to speak unless Hurricane appears windswept and Malicia looks like the kind of
discussing one of his many, many tired. She can read the wind better person who asks questions. Her
weapons. than any sailor on the sea though hair is too red, and her nose is too
Raxit has the Master Trainer and always seems to know when long. No good comes of that sort of
(any martial weapon) feature. other ships are close by. thing.
Personality. “Perfection is our Hurricane has the Pilot (water Malicia has the Quartermaster
goal. Excellence will be tolerated.” vehicles) feature. feature.
Ideal. “If I am skilled at my Personality. “We sail for Personality. “If you don’t turn
craft, I prove my moral virtue.” treasure, but we sail by fraternity.” your life into a story, you just
Bond. “My blade is my life and I Ideal. “Laws and regulations are become part of someone else’s
constantly practice and improve.” simply guidelines.” story.”
Flaw. “I’m quick to pass Bond. “I served my captain Ideal. “Everyone can be
judgement on others and fear that faithfully and he marooned me in understood—and controlled—if you
their failure to live up to my perfect return. I will repay that deed.” know the right story.”
standards taints my own efforts.” Flaw. “I struggle to trust people Bond. “The women in my family
in positions of authority.” were great storytellers. I must be
as well.”
Flaw. “I cannot leave a mystery
unsolved.”
● CREW MEMBER ● ● CREW MEMBER ● ● CREW MEMBER ●

STEVE JAKKI GWENDAL FRAÑSEZ AELYNNA M OSSWIND


Male Human Male Rock Gnome Female Wood Elf

Steve is always working a heist. He Gwendal’s full head of black hair Aelynna works as a caravan guide
has an eye for detail and absorbing makes his stark white beard look and has stories of her adventures
complex information. His schemes especially odd. Tattoos of religious from all across Faerûn.
work surprisingly well for how iconography cover his arms Aelynna has the Informant
hairbrained they usually are. beneath his sleeveless tunic. (Emerald Enclave) feature.
Steve has the Sidekick (scout Gwendal has the Technologist Personality. “Every day on the
expert) feature. (alchemist’s supplies) feature. road is completely different. Or
Personality. “I’m flattered you Personality. “Mortals cannot perhaps it is we who are different
sought me out, but I’m on the understand the secrets of the gods, each day we spend traveling it.”
straight and narrow now. But, uh, but we can try.” Ideal. “Both the sheep and the
while you’re here, how big did you Ideal. “Knowledge is the only lion have their proper place in the
say the haul is again?” treasure worth dying for.” circle of life.”
Ideal. “No heist is too difficult for Bond. “I regularly send my Bond. “I have sworn to defend
me. Simple jobs aren’t even worth fieldnotes to Candlekeep.” both wilderness and civilization
it at this point.” Flaw. “It’s an irrational fear, but from one another.”
Bond. “I am aggressively proud I feel I must placate each and every Flaw. “I want to see the best in
of Cormyr’s history and culture.” god in this world or end up people and as a result often accept
Flaw. “Everyone has a price, suffering their ire.” obvious lies and jokes as reality.”
including me.”
● CREW MEMBER ● ● CREW MEMBER ● ● CREW MEMBER ●

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