
There has been a lot of interest in the creation of new factions, which requires a lot of detail for beliefs, prerequisites, etc... The most difficult to develop are perks. We must exercise extreme caution when creating perks as it is easy to create loopholes in the system that may go unnoticed until the damage is done. Instead of play-testing perks to expose these perks and then disappointing players when the need arises to change them, I have developed a simple system of guidelines to keep things balanced while adding flavor perks to the game. Firstly, since the majority of us are in agreement of having no homebrew material, please be willing to do your research on the Forgotten Realms faction as thoroughly as possible. Factions not mentioned in the Forgotten Realms should be close to nonexistent. However, some players are forming their own organizations as they advance, so new factions are inevitable. Here is an explanation of how the current factions were developed for your reference: The trick is to find literature that states that the faction gives the benefit. All of the others can be found in a book somewhere. For example, silver fire is mentioned as a benefit of the Blackstaff Academy in the 3.5 book "City of Splendors, Waterdeep", as are the other perks. The magic item that is loaned to the Lord's Alliance can be found in one of the books as well (although I don't remember which one). One of the references states that the Order of the Gauntlet is a primary rival of undead and fiends and excel at combating them... thus, the perks that reflect that. ALL of the perks arewritten in Forgotten Realms campaign books in one of the D&D editions (1st to 5th, excluding 4th) or in one of the novels set in that campaign setting. None of them were just made up to make the faction appealing. Now that you know that, you should understand my reluctance to add perks just to make a faction more appealing. I didn't just make them up. I actually took the time to research the factions and find what the books have to say about what they offer. Joining multiple factions is an option as long as you meet the prerequisites. Gaining perks from multiple factions is allowable as long as you are not going above the maximum limit of perks as detailed at the top of factions. So you could be a secret Harper agent that is also a member of the Order of the Gauntlet. The Emerald Enclave is the only exclusive faction so far. Druids and rangers have to make a tough decision on that, but it is the best faction for them. Character development is about decision making in what path you are taking; not figuring out a way to alter the system to do anything you want. Remember that the perks are already allowing you to do things that are above and beyond what the base system provides. I would be fine with adding any perks to any of the factions as long as there is mention of them being available in any of the official publications As far as just adding perks to make the factions more appealing despite the impact that it has on the history of the factions, that is just not something I am interested in doing. I have done a lot of reading on all of them, but if anyone wants to take the time to look into it and see if you can find anything else that might have been provided, I have no problem with them being added. BUT, they have to explicitly say that the faction offers it. For example... The Harper Scout prestige class in the Forgotten Realms Campaign Setting book (3rd ed) states that a Harper can emulate the bardic knowledge ability. In 5e, that would translate to a Harper gaining the History skill as a perk called Harper Knowledge (the name of the ability). Here are the rules to perks... A perk must never replace an existing background feature, feat, or class ability. It may be a lesser or limited version of one though. If the benefits of a perk can be gained by other means, that perk should not exist. A perk must be clearly stated as a benefit of the faction in one of the official D&D publications (including novels). Examples above. The exception to this is new factions that are player created. A perk may never offer a benefit at a lower level than it would normally be available. For example, fly is a spell available to 5th level spell casters, thus flight should not be available through a perk before a PC has reached that level. These kinds of perks must include some sort of restriction (i.e. use of a spell slot of the appropriate level, minimum level required, etc...) A perk may never increase a character ECL (effective character level). It should have a minor effect that enhances the PC by giving more options or a slight enough advantage that does not cause the character to behave at a higher level. This means that unlimited perks MUST be equivalent to LESS than a background feature, 1st level class feature, feat, etc... The above guidelines should suffice for adding perks for those DMs that are interested in doing so. However, please share your work (including the book reference and page number) and wait to receive the approval of 2 other DMs before adding it. Also, try to not go crazy adding perks making one faction have a lot more than any of the others. Try to keep them a bit balanced on options. Use this thread for development and to receive approval from 2 other DMs.