CHRISTOPHER GREY’S
FACTIONS
A DUNGEONS & DRAGONS VARIANT RULES SUPPLEMENT
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Introducing Factions
T
he Factions supplement expands upon existing Dungeons & Dragons faction mechanics by setting up “faction
points.” These points enable players to accrue or lose standing with any particular factions based upon their in-
game behavior. When deployed, faction mechanics can add meat to campaigns that have a lot of social aspects,
intrigue or politics. In theory, the game could be played entirely based upon faction points without ever enter-
ing a combat scenario.
The supplement is structured as follows:
1 Faction.
Expansion of core mechanics to include faction points that enable players to earn or lose standing with groups.
2 Renown.
Expanded mechanics for tracking and managing renown in addition to faction points.
3 Influence.
A point system that enables players to accrue servants, soldiers, workers, households, and even kingdoms.
4 Property.
Expanded mechanics that incorporates influence into existing downtime building activities.
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Factions other words, there would be no reduction if an oppos-
ing faction could not know the players did what they
Factions Points are an overlay mechanic that en-
did. The allocation of Faction Points is up to the GM’s
able players turn earn or lose favor with specific groups
discretion.
and organizations based upon their actions. Players will
have benefits for getting favor from factions, including
discounts on weapons, armor, or equipment, downtime
employment, and even renown. However, earning favor
Renown
Having good favor with a faction does not nec-
with some factions may cause disfavor in others. Dif-
essarily mean a character works for a faction. To be
ferent factions may offer discounts for different things
an actual member of the faction, characters must earn
and there may be additional benefits not listed below,
“renown.” Renown is earned in game at the discretion
as well.
of the GM, based upon what makes sense within the
Faction Points are also a way to run non-combat
adventure or campaign and can also be rewarded along
encounters that still have a measurable outcome and is
with experience when completing tasks for a faction.
an avenue that can be used for a politics-focused adven-
Mechanically, a character can only be awarded a level
ture or campaign.
of renown if they at least 300 Faction Points with that
The mechanic works quite simply, in that an
Faction (or are considered friendly). If a character has
equivalent number of Faction Points are awarded or
earned renown with a faction they do not lose it unless
deducted for a particular faction as experience points
they go into “suspicious” standing with the faction
would be for encounters.
(-300 Faction Points).
Characters gain or lose Faction Points for specific
Player characters can have up to 5 Renown with a
factions by interacting with members from that faction.
Faction, which signify specific ranks within the organi-
Faction points are equivalent to experience points/
zation (each organization may have different names and
challenge rating and faction levels are equivalent to ex-
responsibilities for the ranks).
perience point levels. You cannot have a Faction Level
Generally the ranks are categorized as follows:
lower than -5 or higher than 5.
• Rank 1 (0-1 Renown): Affiliated/Entry-Level
Faction points and levels can go up or down
• Rank 2 (2-3 Renown): Agent/Employed/
depending upon a player’s actions. If it goes down, pre-
Initiated
viously awarded bonuses are revoked. Faction points
• Rank 3 (4-10 Renown): Veteran/Manager/
only apply if an NPC is specified to have a faction.
Acolyte
Faction points are adjusted as follows:
• Rank 4 (11-25 Renown): Mentor/Sergeant/
• Defeat someone who is the member of a
Priest
faction in combat: Subtract points equal to
• Rank 5: (26-50 Renown): Leader/Command-
challenge rating/experience
er/Deacon
• Save the life of someone who is the member
of a faction in combat: Add points equal to
challenge rating/experience
• Successfully win any Charisma skill checks
Influence
Influence is a character’s ability to lead and con-
against a member of a faction: Add points
trol others and is the foundation for gaining military
equal to challenge rating/experience
leadership, nobility or even kingship. It is entirely root-
• Successfully complete a task assigned by a
ed in how much you can make factions ally with you,
member of a faction that has an associated
through your leadership and charisma. Statistically,
challenge rating: Add points equal to difficult-
Influence is a game mechanic that enables player char-
ly level/experience
acters to lead groups of NPCs into doing tasks, whether
Many times affecting one faction can affect
it be building, crafting, selling, spying, crusading, or
another. For example, a character’s faction points will
battling. This mechanic enables players to rise above
increase for one faction if he or she does something to
only individual play and enter a political or war arena.
hurt a rival faction. This is tracked via reputation and
If you reach “revered” or Level 5 with any faction,
is noted (if applicable) on NPCs or encounters. Repu-
you gain an Influence point. Influence points are never
tation should be awarded or deducted realistically—in
deducted, even if you lose Revered standing with a par
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Faction Employment Faction Charisma Behavior Trade
Points Level Advantages
-6,500 Will Not Employ -5 Disadvantage Hostile Will Not Trade
-2,700 Will Not Employ -4 Disadvantage Wary Will Not Trade
-900 Will Not Employ -3 Disadvantage- Cautious 25% Mark-Up
-300 Will Not Employ -2 Disadvantage Suspicious 20% Mark-Up
-1 1 GP/Day -1 None Uncomfortable 10% Mark-Up
0 5 GP/Day 0 None Neutral No Change
1 10 GP/Day 1 None Nice 5% Discount
300 15 GP/Day 2 Advantage Friendly 10% Discount
900 20 GP/Day 3 Advantage Ally 15% Discount
2,700 25 GP/Day 4 Advantage Loyal 20% Discount
6,500 50 GP/Day 5 Advantage Revered 25% Discount
ticular faction. If you regain revered standing with
the same faction, you still earn an Influence points.
Property
Characters can use downtime and gold to build
Property can also provide additional influence points.
and manage property which yields many in game
Every time a player character gains an influence
benefits. Property requires a lot of time and money, so
point, they receive 1d10 loyalists. The player can
is really only for more accomplished adventurers and
choose what type of loyalist they acquire and in so do-
can be used readily in higher-level games. Characters
ing can build the resources needed to create infrastruc-
can co-own property as well, to pool their resources.
ture. Loyalists are not controllable by players and do
The accessibility and specifics of the property must be
not operate like NPCs. They operate in the background
worked out with the Game Master as they have impact
of the game, usually in downtime (though can enter live
on the game.
game sessions) and if they accompany characters they
Each property has a set-up cost and set-up time
are present, but acting as a unit under instruction. GMs
that must be spent before it is available. Following that,
may allow certain loyalists to be transformed into NPCs
each property will have a daily cost. These costs can
for the purposes of a particular adventure.
be deducted by day or by month. If they are not paid
The Loyalists are as follows:
within 60 days, then the property is lost. Some proper-
• Servants (1 GP/day/servant, they handle the
ties generate revenue which can be collected by day or
day to day needs of the house)
month. The revenue is variable and can also be adjusted
• Bannermen (5 GP/day/bannerman, they are
by the GM for in-game reasons. In addition to costs,
the foot soldiers of the house)
some properties have requirements—usually a certain
• Knight (10 GP/day/knight, they are the com-
amount of loyalists that make-up the property. Some
manders and protectors of the house)
properties also have actions that yield specific benefits
• Advisor (20 GP/day/advisor, they are the
or in-game activities.
politicians and ambassadors of the house)
• Merchant (50 GP/day/merchant, they are the
financiers of the house)
• Spies (75 GP/day/spy, they are the spies and
assassins of the house)
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Property Set-Up Set-Up Daily Daily Require- Actions
Cost Time Cost Revenue ments
Abbey 50,000 GP 400 days 125 GP 2d100GP 5 servants Additional Influence
1 advisor accrued every month
in operation
Army 10,000 GP 75 days 100 GP None 5 knights 10 units for mass
10 squads combat
Bazaar 5,000 GP 60 days 84 GP 2d100+50 GP 5 merchants Revered discount on
adventuring gear,
tools, trade goods,
and common magic
items.
Caravan 500 GP 15 days 33 GP 1d100+30 GP 3 merchants Revered discount on
adventuring gear and
trade goods
Castle 250,000 GP 600 days 417 GP None 20 servants Additional Influence
5 merchants accrued every month
10 bannermen in operation
2 advisors
1 knight
City 500,000 1,200 days 4167 GP 4d100x10 GP 20 advisors Additional 3 Influ-
4 knights ence accrued every
40 bannermen month in operation
20 merchants
Culture Hall 25,000 GP 150 days 167 GP 3d100 GP 10 advisors Additional Influence
accrued every month
in operation
Estate 25,000 GP 150 days 167 GP None 10 servants Additional Influence
1 advisor accrued every month
in operation
Farm 10,000 GP 75 days 100 GP 2d100+20 GP 5 servants 2d10 Rations avail-
able daily
Guildhall 5,000 GP 60 days 84 GP 84 GP Dues 2 servants Additional Influence
1 advisor accrued every month
in operation
Hospital 50,000 GP 400 days 125 GP 2d100 GP 10 advisors 2d10 potions of
20 servants healing available each
day, recuperation
time cut by half, free
resurrection service
Keep 50,000 GP 400 days 125 GP None 10 servants Additional Influence
10 bannermen accrued every month
2 advisors in operation
1 knight
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Property Set-Up Set-Up Daily Daily Require- Actions
Cost Time Cost Revenue ments
Legion 25,000 GP 150 days 167 GP None 100 armies 100 units for mass
combat
Navy 50,000 GP 400 days 125 GP None 5 warships or 1 naval unit for mass
10 longships combat
Outpost 15,000 GP 100 days 150 GP None 10 bannermen Additional Influence
1 knight accrued every month
in operation
Palace 500,000 GP 1,200 days 4,167 GP None 50 servants Additional 2 Influ-
5 merchants ence accrued every
10 bannermen month in operation
2 advisors
1 knight
Shipyard 25,000 GP 150 days 167 GP 3d100+50 GP 10 merchants Revered discount on
2 advisors water vehicles.
Shop 1,000 GP 30 days 33 GP 1d100+30 GP 1 merchant Revered discount on
adventuring gear and
tools
Squad 1,000 GP 30 days 33 GP None 10 bannermen 1 unit for mass
combat
Temple 50,000 GP 400 days 125 GP 2d100 GP 10 servants Additional Influence
5 advisors accrued every month
in operation
Tower 15,000 GP 100 days 150 GP None 5 servents Additional Influence
5 bannermen accrued every month
1 knight in operation
Town 50,000 GP 400 days 125 GP 4d100+50 GP 10 advisors Additional 2 Influ-
2 knights ence accrued every
20 bannermen month in operation
10 merchants
Trading Post 5,000 GP 60 days 84 GP 2d100+50 GP 5 merchants Revered discount
on weapons, armor,
shields, and adven-
turing gear
Training/ 15,000 GP 100 days 150 GP None 1 advisor 10% discount on all
Armory 1 knight ongoing bannermen
5 bannermen costs
Village 25,000 GP 150 days 167 GP 3d100+50 GP 5 advisors Additional Influence
1 knight accrued every month
10 bannermen in operation
5 merchants
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Thanks for reading and incorporating these mechanics in your game. Please let me know how it goes!
http://christopher.world
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