TEXT:  
   
  Creating Collectives 
   
   
  Factions and organizations for players or DMs to build 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Buy in! Take root! Expand! With this guide, players and DMs can create collectives - organizations to 
  lead and develop through adventure and investment. Add new story hooks, goals, and complications for 
  your players and gain the tools to leverage a collective’s influence for unique benefits and rewards. Form 
  thieves’ guilds, thriving communities, invading forces, and more! 
   
   
  by Lawerence B. Hawkins 
   
   
   
   
   
  
   
  2  
  Table of Contents 
   
   
   
  Table of Contents
  Table of Contents 
  2 
  Creating a Collective 
  3 
  Determining Ability Scores 
  3 
  Collective Leadership 
  3 
  Collective Classes 
  3 
  Hit Points and Threat 
  3 
  Armor Class and Saving Throws 
  3 
  Proficiencies and Languages 
  4 
  Proficiency, Size, and Reach 
  4 
  Collective Advancement 
  4 
  Losing a Level 
  4 
  Collectives and Your Party 
  5 
  Collective Features 
  6 
  Class Descriptions 
  7 
  College 
  7 
  Arcane Support 
  7 
  Bardic College (Charisma): Library of Legends 
  7 
  Sorcerous College (Charisma): Exclusive Membership 7 
  Wizard’s College: Library of Lore 
  7 
  Community 
  8 
  Provide Shelter 
  8 
  Agricultural Community: To the Common Good 
  8 
  Outland Community: Safe Passage 
  8 
  Pastoral Community: Far and Wide 
  8 
  Cult 
  8 
  Eldritch Insight 
  8 
  Fiendish Cult: Conjured Minions 
  9 
  Fey Cult: Boons of the Fey 
  9 
  Chthonic Cult: Delving Into the Depths 
  9 
  Faith 
  9 
  Provide Miracles 
  9 
  Sacral Faith: Holy Ground 
  10 
  Profane Faith: Deflect Disaster 
  10 
  Natural Faith: The Old Ways 
  10 
  Force 
  10 
  Muster Forces 
  10 
  Defensive Force (Constitution): For Hearth and Home 11 
  Elite Force (Dexterity): Deploy Specialists 
  11 
  Invasive Force (Charisma): Occupy Territory 
  11 
  Guild 
  11 
  Support Endeavors 
  11 
  Craft Guild: Optimal Conditions 
  11 
  Criminal Guild: A Team, A Plan, a Score 
  12 
  Merchant Guild: Lucrative Venture 
  12 
  School 
  12 
  Focused Training 
  12 
  Ascetic: School of Attainment 
  13 
  Martial School: School of War 
  13 
  Mystical School: School of the Art 
  14 
  Troupe 
  14 
  Finding Threads 
  14 
  Competitive Troupe: Calling All Challengers 
  14 
  Entrepreneurial Troupe: Deferring Risk 
  14 
  Luxury Troupe: The Finest of Pleasures 
  15 
  Equipment 
  15 
  Structure 
  15 
  Facilities 
  16 
  Permanent Spells 
  16 
  New Magic Item: Landmark 
  17 
  Customization Options 
  15 
  Managing a Collective 
  18 
  Collectives in a Campaign 
  22 
  Sample Collectives 
  23 
  Optional: Collectives and Conditions 
  28 
   With thanks to Helena, Anisa, Henry, Jessica, Chris, 
  Crystal, Chana Oshira and a sounding board of allies, and 
  friends. 
   Character sheet by Crystal Froste 
   
   DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast 
  product names, and their respective logos are trademarks of 
  Wizards of the Coast in the USA and other countries. 
  This work contains material that is copyright Wizards of the 
  Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
  All other original material in this work is copyright 2020 by 
  Lawerence B. Hawkins and published under the Community   
  Content Agreement for Dungeon Masters Guild. 
  
   
   
  Creating a Collective 
  3 
   
   
   
  Collectives 
  A world of fantasy will have both small stories and large 
  ones. While a ragtag band of heroes may strike the final blow 
  to save the day, nations and armies still move to the flow of 
  the narrative. Stories are often shaped by a mysterious college 
  of wizards, a shop of eclectic goods, or a traveling troupe of 
  unusual performers. In fact, our focus characters - your player 
  characters - may weave in and out of those larger stories, even 
  taking part in those groups themselves. 
  Any group of people with a common purpose and 
  resources, here called a collective can be represented using 
  the rules below to add additional tools, texture, and options to 
  downtime and to drive new adventures for your party and 
  campaign. 
  Creating a Collective 
  Collectives are built in a manner similar to a player character, 
  relying on player characters or NPCs for leadership and 
  direction. 
  Determining Ability Scores 
  Ability scores are determined for collectives the same way as 
  they are for player characters - a standard array, point-buy, or 
  other methods. The DM can also decide on starting values 
  based on the situation - increasing or limiting abilities based 
  on the available people and resources at the collective's 
  formation. 
  Collective Leadership 
  Each of a collective’s ability scores must be assigned a 
  leader. No ability score can exceed the score of that ability 
  leader until the collective reaches 15th level, where an 
  institution transcends its members and becomes its own, 
  lasting mover of the world. The ability that a leader is linked 
  to doesn't have to be the same ability as the collective itself - a 
  brilliant tactician might link her Intelligence to a Force 
  collective’s Strength in battle. A single character may lead in 
  no more than two ability scores at once. 
  The personalities of leaders also reflect downward. The 
  primary leaders of a collective decide its alignment, but they 
  need not share the same one - an evil, greedy scoundrel might 
  prefer their mercantile guild to operate as a lawful good 
  business. That way, they have less to worry about from their 
  own employees and making the wrong enemies. However, 
  when a collective's actions reflect the alignment, personality 
  traits, Ideals, Bonds, or Flaws of a leader, it may gain 
  inspiration for its future endeavors at the DM’s discretion.  
  Primary Abilities 
  Each collective class has one or two primary abilities. These 
  ability leaders lead the collective as a whole. Any actions that 
  contradict these primary leader’s commands or stated wishes 
  are rolled at disadvantage, unless efforts are undertaken to 
  both hide these actions and ensure the personal loyalty of 
  those performing them. 
  Collectives that have two primary leaders must apply this 
  limitation to each other, making a working relationship 
  essential to success. Rivals for power can tear any group 
  apart. Toppling two united leaders, however, can be truly 
  difficult. Each may use actions to provide aid to the other, 
  allowing the benefactor to roll with advantage on any check, 
  saving throw, or attack roll where such aid would help. 
  Conflicts Between Leaders 
  A primary ability leader may dismiss another leader at any 
  time, so long as their ability score in the collective is higher. 
  In the case of two primary leaders, both must agree. If the 
  challenged leader’s ability score in the collective is equal to or 
  higher than the primary leader’s ability, that challenged leader 
  may opt to reject their dismissal and a crisis of leadership 
  begins (see Attacking Collectives). 
  Collectives and Race 
  The most common ancestry within a collective increases its 
  ability scores and other baseline features. Cosmopolitan 
  cultures use the common or variant human features, chosen 
  when the collective forms. 
  Collective Classes 
  Collectives have classes of their own, reflecting their purpose 
  and focus as part of a society or the world at large. A city 
  operates differently from a military academy, and so on. 
  Many large collectives tend to multiclass - for example, if that 
  military academy trained a city-state’s elite class, effectively 
  ruling it. 
  Hit Points and Threat 
  A collective uses hit points to denote its stability - a reflection 
  of how cohesive, healthy, and functional its members remain 
  in the face of threats. Collectives possess Hit Dice and a 
  Threat Die. Both begin as a d8, but you may choose to raise 
  one to a d10 by dropping the other to a d6, or vice versa, each 
  time the collective gains a level. Collectives gain hit points 
  based on the Hit Die chosen for that level. The Threat Die is 
  used for damage rolls against other collectives. Conservative, 
  defensive collectives build a lasting legacy for stability, while 
  each daring turn at challenging others comes with lasting cost. 
   Damage inflicted by a successful threat increases to two 
  dice at 5th level, 3 dice at 11th level, and 4 dice at 17th level. 
  Armor Class and Saving Throws 
  A collective’s Armor Class is equal to 10 + its Charisma 
  modifier. This value represents the commitment of a 
  collective's members, to its purpose and its leaders. Select two 
  ability scores for the collective’s saving throw proficiencies. 
  At least one must come from the collective’s primary abilities. 
  
   
  4  
  Creating a Collective 
   
   
   
  Collective Classes 
  Class 
  Description 
  Primary 
  Ability 
  Proficiencies 
  College 
  Students of the 
  arcane, seeking to 
  collect and preserve 
  lore 
  Intelligence 
  5 
  Community A group of people in 
  a common culture, 
  focused on survival 
  Charisma & 
  Constitution 
  6 
  Cult 
  Keepers of 
  forbidden lore, 
  vying for 
  otherworldly power 
  Dexterity & 
  Charisma 
  5 
  Faith 
  Speakers of inner 
  truth, seeking to 
  sway the masses 
  Wisdom & 
  Charisma 
  5 
  Force 
  A company of 
  warriors, organized 
  to face a number of 
  threats 
  Strength or 
  Dexterity 
  5 
  Guild 
  Merchants and 
  craftsmen training 
  and selling by 
  common rules 
  Intelligence 
  & Charisma 
  6 
  School 
  A source of 
  education on a 
  number of affairs 
  and disciplines 
  Intelligence 
  or Wisdom 
  6 
  Troupe 
  A band of free 
  spirits, seeking 
  fame, fortune, and 
  adventure 
  Charisma 
  7 
  Proficiencies and Languages 
  Each collective begins with a number of proficiencies split 
  among skills and tools, based on its class. Weapon and armor 
  proficiencies don't exist at the collective level. 
  Communication with the collective defers to its leaders or 
  should assume it possesses languages shared by most of its 
  members. 
  Collective Stability and Threat 
  Hit 
  Die 
  Hit Points  at 1st 
  Level 
  Hit Points Gained 
  After 1st Level 
  Threat 
  Die 
  d6 
  6 + Constitution 
  modifier 
  4 + Constitution 
  modifier 
  d10 
  d8 
  8 + Constitution 
  modifier 
  5 + Constitution 
  modifier 
  d8 
  d10 
  10 + Constitution 
  modifier 
  6 + Constitution 
  modifier 
  d6 
  Proficiency, Size, and Reach 
  A collective’s proficiency bonus establishes its Size. Size, in 
  turn, limits a collective’s maximum Reach. Reach represents 
  how far away from a collective’s presence it may take actions 
  or apply its influence. Actions taken at the next stage of reach 
  are rolled with disadvantage. Beyond that, actions may only 
  be taken at the DM’s discretion, and even then, the 
  disadvantage remains unless somehow mitigated. 
  Collective Size and Reach 
  Bonus Size 
  Examples 
  Reach 
  +2 
  Tiny 
  A village, a thieves’ 
  guild, a family 
  business, a goblin 
  tribe 
  A small village or a 
  city neighborhood 
  +3 
  Small 
  A frontier town, a 
  mercenary corps, a 
  thriving guild, an 
  orcish warband 
  A single city and its 
  surrounding villages 
  +4 
  Medium 
  A young city, a 
  forest cult, a 
  regional guild, a 
  hobgoblin tribe 
  A city-state, small 
  nation, or political 
  region 
  +5 
  Large 
  A capital city, a 
  mage college, a 
  major guild, an 
  undead army 
  A nation and its 
  immediate 
  neighbors 
  +6 
  Huge 
  An imperial hub, a 
  world faith, a 
  monopoly, a 
  dragon flight 
  A continent or 
  major geographical 
  region 
  More 
  Gargantuan The province of 
  gods and greater 
  things 
  Almost anywhere 
  imaginable 
  Collective Advancement 
  Collectives gain levels like player characters, increasing their 
  influence. To advance in level, a collective must invest gold 
  equal to the experience points needed for a player character to 
  reach the next level. Keep track of the gold invested -falling 
  to 0 hit points can cause a collective to lose invested gold. 
  Losing a Level 
  If a collective loses a level, it loses access to features or other 
  benefits gained from a lost level. Roll Hit Dice equal to the 
  number of levels lost, losing the result in maximum hit points. 
  If this reduces a collective to 0 hit points, it collapses and is 
  destroyed. In the case of a lost Ability Score Improvement, 
  remove 2 points from one ability score of their choice, 1 point 
  from two abilities, or surrender a collective feat. 
  
   
   
  Creating a Collective 
  5 
   
   
   
  Collectives and Your Party 
  Collectives and player characters operate on different scales 
  but can offer each other considerable benefits. A collective’s 
  influence can assist an adventuring party in achieving their 
  goals, while in turn a group of skilled adventurers might solve 
  problems, remove obstacles, or present revenue to a 
  collective. Consider the options below for integrated 
  collectives into part of a new or ongoing campaign. 
  Option 1: Buying In 
  Player characters can invest gold into a collective to gain its 
  benefits, while the collective takes action to support the 
  party’s endeavors. Consider your quest rewards and treasure 
  accordingly - for simplicity’s sake, you can assume that the 
  collective earns gold equal to the party’s gold rewards when 
  the party’s actions would further the collective’s ambitions. 
  Otherwise, the party must invest their own wealth. 
  Option 2: Intertwined Fates 
  Each time your party’s average level  increases, so too does 
  the level of their allied collective. Rising stars guide a 
  collective from a ragtag bunch to an organization that shakes 
  the planes. If the collective loses a level, adventures should be 
  offered to regain the losses as part of the ongoing story. 
  Consider the gold cost of such an expansion when deciding on 
  the scope and effort needed to restore what was lost. 
  Option 3: Pawns in a Larger Game 
  You work as agents for a powerful collective, gaining various 
  forms of support in return for your services. Your efforts 
  contribute to an existing collective’s growth, but you are not 
  in charge... at least at first. You gain benefits equal to the gold 
  (Option 1) or effort (Option 2) your party has invested - the 
  collective’s efforts on your part will not exceed that effective 
  level in most cases. As you rise to meet the collective’s level, 
  the story may turn to give you leadership opportunities. From 
  there, the story may switch to Option 1 or 2 above. 
  Option 4: Collectives as Services 
  If your table isn’t interested in tracking and maintaining their 
  own collectives, the benefits can be offered as adventuring 
  rewards. As a general rule, benefits from a collective’s 
  influence compares to quest rewards for a character of that 
  level. Many collectives offer these benefits to lure heroes to 
  their aid. 
   
   
  
   
  6  
  Creating a Collective 
   
   
   
  Collective Classes 
  The Collective 
  Level 
  Proficiency 
  Bonus 
  Features 
  1st 
  +2 
  Class Feature, Influence 
  2nd 
  +2 
  Ability Score Improvement 
  3rd 
  +2 
  Subclass Feature 
  4th 
  +2 
  Ability Score Improvement 
  5th 
  +3 
  Extra Action 
  6th 
  +3 
  Ability Score Improvement 
  7th 
  +3 
  Expertise 
  8th 
  +3 
  Ability Score Improvement 
  9th 
  +4 
  Extra Action (three actions) 
  10th 
  +4 
  Ability Score Improvement 
  11th 
  +4 
  Expertise 
  12th 
  +4 
  Ability Score Improvement 
  13th 
  +5 
  Extra Action (four actions) 
  14th 
  +5 
  Ability Score Improvement 
  15th 
  +5 
  Transcend Leadership 
  16th 
  +5 
  Ability Score Improvement 
  17th 
  +6 
  Extra Action (five actions) 
  18th 
  +6 
  Ability Score Improvement 
  19th 
  +6 
  Endless Reach 
  20th 
  +6 
  Ability Score Improvement 
  Collective Features 
  Class Feature 
  At 1st level, a collective gains the signature feature of its class 
  - usually a new way to apply its influence.  A collective may 
  never spend more influence points on a a class feature than its 
  levels in a relevant class.  
  Influence 
  Influence Points. A collective possesses Influence Points 
  equal to its level. Influence points not dedicated to an ongoing 
  action are regained at a rate of 1 point per day. A collective 
  can also cultivate influence as an action. 
  Influence Ability. When applying influence in ways that 
  face resistance, attack modifiers or save DCs are set by the 
  ability score described in that feature. For unique benefits that 
  are reasonable, but not described below, select an appropriate 
  ability modifier for the action. 
   
  Save DC = 8 + proficiency bonus + ability modifier 
  Attack modifier = proficiency bonus + ability modifier 
   
  Subclass Feature 
  At 3rd level, a collective can further focus their influence 
  towards certain specialties. Some of these denote a new 
  Primary Ability. A collective never has more than two 
  Primary Abilities, but if a third is offered, the collective 
  selects two Primary Abilities from among them, changing as 
  leadership does. 
  Ability Score improvement 
  When a collective reaches 2nd level, and again at every other 
  level, increasing one ability score by 2, or two Ability Scores 
  by 1. These ability scores can’t exceed its leader’s linked 
  ability score until 15th level. 
  Extra Action 
  Beginning at 5th level, a collective can take a second action 
  independent of the first. This increases to 3 actions at 9th 
  level,  4 actions at 13th level, and 5 actions at 17th level. 
  Expertise 
  At 7th level, choose two of the collective's skill or tool 
  proficiencies. The collective's proficiency bonus is doubled 
  for any ability check you make that use either of the chosen 
  proficiencies. 
  At 11th level, choose two more of the collective's 
  proficiencies to gain this benefit. 
  Transcend Leadership 
  At 15th level, a collective’s ability scores are no longer 
  limited by its leaders’ abilities. A leader with only moderate 
  Charisma may be able command truly impressive social 
  pressure when representing the collective’s ambitions, for 
  example. In a crisis of leadership, a leader relies on their own 
  abilities. The collective also gains its own Ideal, Flaw, Bond, 
  and up to two other Traits based on the collective's history. 
  These goals may eventually conflict with a leader's ambitions. 
  Endless Reach 
  Once a collective reaches 19th level, it may take action 
  anywhere on its native plane. Extraplanar actions are possible 
  with a reasonable explanation and at a cost of 5 influence 
  points per action. 
   
   
  
   
   
  Class Descriptions 
  7 
   
   
   
  Class Descriptions 
  College 
  Students of the arcane arts often come together to pool their 
  knowledge, both to improve their own talents and to 
  safeguard the secrets and wonders they happen upon in their 
  studies. These colleges begin as simple fraternities or 
  partnerships, but can grow into vast academies or towers in 
  the distance. 
  At 9th level, a college may install a teleportation circle with 
  two sigil sequences at no additional cost, with a year’s 
  preparation. The college gains an additional circle or a new 
  sigil sequence at each level after that. See the Unique 
  Additions section for more information. 
  Arcane Support 
  Action Time:  1 week per influence point 
  A leader may expend 1 or more points of influence to provide 
  the support of a bard, sorcerer, warlock, or wizard of a level 
  equal to the points expended. This spellcaster will cast a 
  single helpful spell or provide a service in return - either one 
  at the leader’s request or the most helpful spell  or service 
  they can think of to support the endeavor, before departing. 
  Any material components must be paid for by the leader, 
  collective, or benefactors before a spell is cast or service is 
  provided. The aid covers lore and labor only. 
  Providing these benefits takes up an action for a number of 
  weeks equal to the points of influence spent. The favor may 
  be invoked immediately or held in store for a later date. No 
  more favors than than the collective's Intelligence may be 
  held at once. The benefactors of the college need not be 
  selected when the influence points are spent. If the spellcaster 
  dies or becomes hostile to the collective or benefactors, the 
  favor may be lost without a refund.  
  Mages are a finicky bunch. 
  College Subclasses 
  Bardic College (Charisma): Library of 
  Legends 
  Action Time:  1 week per influence point 
  A leader may expend 1 or more points of influence to gain 
  useful information about a particular topic. For 1 point, the 
  knowledge gained is equivalent to an identify spell. For 2 
  points, objects within 100 miles of the college’s sphere of 
  influence can be tracked down like a locate object spell. For 4 
  points, this tracking extends to the locate creature spell. 
  Magical forms of nondetection prevent this. For 5 points, the 
  college’s resources cover knowledge that could be gleaned 
  from a legend lore spell. 
  Each of these projects takes 1 week per point of influence 
  spent to resolve, but the time can be cut in half by spending 
  twice as many points of influence. 
  Sorcerous College (Charisma): Exclusive 
  Membership 
  Action Time:  1 week 
  A leader may expend 1 or more points of influence to call in 
  favors from esoteric powers and curious contacts within the 
  college. Once the action is complete, either a spellcaster or an 
  intelligent magical creature with a CR no higher than the 
  influence points expended will provide knowledge or perform 
  a single task for the collective’s benefit. They won’t go into 
  battle, unless manipulated. Consider the nature of beings 
  that’d be available to the college and the kinds of help they 
  can provide. Once at level 5, a leader may treat the favor as a 
  contact other plane spell for a total of 5 influence points. 
  Wizard’s College: Library of Lore 
  Action Time:  1 week 
  A leader may expend 1 or more points of influence to track 
  down the details of a particular spell, presented in the form of 
  a spell scroll, presented at the end of 1 week. The cost is 1 
  point of influence per spell level of the scroll, which cannot 
  exceed the level that a wizard of the collective's level could 
  cast. The spell need not be a wizard spell, but spells from 
  other sources cost twice the influence points. 
  In addition, those in good standing with access to the 
  college may roll with advantage on Intelligence checks for the 
  Research downtime action. Gold costs to aid research are 
  halved with the college's aid. 
  
   
  8  
  Class Descriptions 
   
   
   
  Community 
  Communities cover groups of people living, working, and 
  thriving together - be they humble villages, bustling cities, 
  pastoral nomadic clans, or enclaves deep in strange environs. 
  Provide Shelter 
  Action Time:  1 week or more 
  A leader may spend influence points to provide a certain 
  quality of living for up to six guests seeking hospitality or 
  sanctuary. While hosted, leaders gain advantage on Charisma 
  checks to make reasonable requests compared to the expense 
  incurred. Attempts by others to interfere with or harm these 
  guests are made at disadvantage, barring some clever means 
  to bypass the community’s influence and defense. 
  These points may be set aside, reducing the maximum 
  influence of the collective to provide for guests until they 
  depart. Until hospitality is revoked, this takes up an action. 
  The default cost per lifestyle is listed above. Add additional 
  points of influence for each larger interval of people who 
  might benefit. For example, providing an aristocratic lifestyle 
  for 20 people costs 11 points of influence per week - 10 for 
  the quality of life and 1 additional point to cover the 
  additional guests. 
  Provide Shelter 
  Community Subclasses 
  Agricultural Community: To the Common 
  Good 
  For each level of your collective after 2nd level, reduce the 
  cost of the Provide Shelter feature by 1 point. For example, a 
  5th level collective can provide a comfortable lifestyle to 200 
  people for 3 points of influence per week. A 20th level 
  community could provide modest lifestyles to 250,000 people 
  without expending any of its influence to do so. An action 
  must still be taken and set aside to maintain it. 
  Outland Community: Safe Passage 
  Action Time:  1 week or more 
  In addition to providing shelter, this community can safely 
  guide outsiders through their otherwise hostile domain. For 1 
  point of influence, up to six travelers can move through your 
  reach for 1 week without risking environmental dangers 
  (falling from mountain trails, breathing in an underwater 
  kingdom), no matter how exotic. While supported, they roll 
  with advantage on Dexterity (Acrobatics), Dexterity (Stealth), 
  Strength (Athletics), or Wisdom (Survival) checks or other 
  region-specific ability checks. Additional people may be 
  escorted, referring to the Provide Shelter table for the 
  additional cost. 
  These points may be set aside, reducing the maximum 
  influence of the collective to sustain the travelers until they 
  depart. Until this protection is revoked, this takes an action. 
  Pastoral Community: Far and Wide 
  Action Time:  1 week or more 
  The collective aids those it favors in their travels. Within the 
  collective’s reach, those in good standing with the collective 
  can be assumed to travel safely and without incident unless 
  specifically targeted. When traveling outside of those bounds, 
  up to six travelers can move at a normal pace while remaining 
  stealthy, without delays from difficult terrain for 1 influence 
  point per week, rolling with advantage on relevant Dexterity 
  (Stealth), Wisdom (Perception), and Wisdom (Survival) 
  checks for 2 points. 
  These points may be set aside, reducing the maximum 
  influence of the collective to sustain the travelers until they 
  depart. Until this protection is revoked, this takes an action. 
  Cult 
  Unlike open faiths, cults seek more direct rewards and boons 
  from the kinds of beings eager to provide them for loyal, if 
  sometimes morally questionable, service. Dealers in danger, 
  secrets, and souls, a cult can grow from a small coven to a 
  fearful power to be reckoned with across the land. 
  At 7th level, a cult’s exterior benefits from the major image 
  and nystul’s magic aura spells at no cost with a year’s 
  preparations, appearing mundane to magical perception and 
  hiding its true nature. See the Unique Additions section for 
  more information. 
  Eldritch Insight 
  Action Time:  1 day per influence point 
  A leader may spend influence points to gain valuable 
  information from the beings they serve. Based on the 
  collective’s level, the leader may request a boon by investing 
  a certain number of influence points, representing favors 
  performed to appease their masters. Performing these tasks 
  takes up an action for a number of days equal to the points of 
  influence spent, after which the boon is granted. 
  Eldritch Insight 
  Level Spell 
  Cost 
  1st 
  Identify 
  1 
  3rd 
  Augury 
  2 
  5th 
  Clairvoyance 
  3 
  7th 
  Divination 
  4 
  9th 
  Scrying 
  5 
  Lifestyle 
  Cost  
  Max 
  People 
  Cost  
  Max 
  People 
  Cost 
  Squalid 
  Free 
  6 
  Free 
  5.000 
  6 
  Poor 
  1 
  20 
  1 
  12,000 
  7 
  Modest 
  2 
  50 
  2 
  25,000 
  8 
  Comfortable 
  3 
  200 
  3 
  50,000 
  9 
  Wealthy 
  5 
  500 
  4 
  100,000 
  10 
  Aristocratic 
  10 
  2,000 
  5 
  250,000 
  15 
  
   
   
  Class Descriptions 
  9 
   
   
   
  Cult Subclasses 
  Fiendish Cult: Conjured Minions 
  Action Time:  1 week or more 
  You may draw upon either demons or devils (rarely both), as 
  well as other fiends, to do your collective’s bidding. You may 
  expend 1 or more points of influence, gaining one or more 
  fiendish creatures with a collective CR equal to the influence 
  points expended. They are bound to your loyal service for 1 
  week, after which they are free to do as they will for 1 week 
  before departing unless you spend another point. 
  These points may be set aside, reducing the maximum 
  influence of the collective to control and keep up the bindings 
  on these fiends until they depart. Until they do so, this takes 
  up an action. 
  Fey Cult: Boons of the Fey 
  Action Time:  1 week per influence point 
  You may call upon fey beings to satisfy the desires of a 
  creature you wish to bind to your service. You may expend 1 
  or more points of influence, using fey assistance to learn and 
  offer the heart’s desire of a creature with a CR equal to the 
  influence points expended or with a comparable amount of 
  sway within a collective or by their own right. Should the 
  party refuse your offer, you retain knowledge of their desire. 
  Preparing to provide a boon takes up an action for a number 
  of weeks equal to the points of influence spent. The terms of 
  the contract may be invoked immediately or held in store for a 
  later date. No more favors than than the collective's Charisma 
  may be held at once. If the desire of a subject is unreasonable 
  or impossible to achieve by the fey, the DM may levy a 
  higher cost - in influence or other debts to your patron. The 
  patron may offer a loophole, clever interpretation, or alternate 
  reward, both to save face and ensnare the target to your will. 
  Chthonic Cult: Delving Into the Depths 
  Action Time:  1 week 
  Your cult may haunt and sift through the dreaming minds of 
  intelligent creatures within your collective’s reach. Creatures 
  that don’t sleep, such as elves, roll with advantage to resist 
  this feature, but even they might feel strange pressures upon 
  their minds during trance or in hallucinatory daydream 
  visions. After a week’s ritual practice, you begin to delve into 
  the subject’s sleeping mind with your patron’s assistance. 
  For 2 points of influence, you may subject a resting target 
  within 100 miles of your collective’s reach to a detect 
  thoughts spell, using your collective’s Charisma modifier for 
  relevant checks and saving throw DCs. For 5 points, you may 
  gain the benefits of the dream spell instead, including benefits 
  of having a sample from your subject if you possess one. You 
  may only affect the same subject once per week but may set 
  aside points of influence to repeat these intrusions once per 
  week until the action is stopped. 
  Faith 
  Faiths represent religious congregations dedicated to either 
  spreading the goodwill of their god or gods, currying favor 
  from said beings, or seeking meaning in natural forces. 
  A faith eventually gains hallowed grounds, using the 
  collective’s Wisdom for relevant saving throws. At 13th level 
  and onward, some of these hallows may be expanded into 
  temples of the gods over the course of a year. See the Unique 
  Additions section for more information. 
  Provide Miracles 
  Action Time:  1 day per influence point 
  A collective may spend influence points to provide divine 
  services to the people. Based on the collective’s level, the 
  leader may seek out a miracle by investing a certain number 
  of influence points, representing prayer and services 
  performed to appease their patron god or gods. Performing 
  these tasks takes up an action for a number of days equal to 
  the points of influence spent, though the miracle may be 
  granted before or after the service is performed. No further 
  miracles will occur until any owed services are rendered. 
  Miracles must be performed within the collective’s reach, at a 
  temple, shrine, or monument dedicated to the faith’s patron. A 
  holy symbol may be used at twice the influence cost.  
  This miracle is treated as if cast by a cleric of a level equal 
  to the collective’s level, with the highest-level spell slot 
  they’d have available. A patron's domain spells are available 
  once the collective reaches the appropriate level. Any effect 
  which requires a spell attack or requires a saving throw uses 
  the collective’s Wisdom modifier and proficiency bonus. 
  Rolled values apply their maximum benefit. Any material 
  component costs must be paid for either by the leader or the 
  collective before the spell is cast. A miracle, once paid for, 
  may be held in abeyance until needed, setting aside the 
  influence and action. 
  A faith in disfavor or where a patron’s influence is weak 
  requires twice the influence and must provide services in 
  advance. A god may refuse to grant a miracle at any time. 
  Provide Miracles 
  Level Spell 
  Cost 
  1st 
  Ceremony, Create or Destroy Water, Cure 
  Wounds 
  1 
  3rd 
  Aid, Continual Flame, Gentle Repose, Lesser 
  Restoration, Locate Object*, Prayer of Healing, 
  Zone of Truth 
  2 
  5th 
  Create Food and Water, Dispel Magic, Glyph of 
  Warding, Magic Circle, Life Transference, Mass 
  Healing Word, Remove Curse, Revivify, Sending, 
  Speak With Dead 
  3 
  7th 
  Banishment, Death Ward, Guardian of Faith, 
  Locate Creature* 
  4 
  9th 
  Commune, Geas, Greater Restoration, Hallow, 
  Mass Cure Wounds, Planar Binding, Raise Dead 
  5 
   
   
  * Range of 100 miles when cast by a collective. 
  
   
  10  
  Class Descriptions 
   
   
   
  Faith Subclasses 
  Sacral Faith: Holy Ground 
  All buildings and their surrounding grounds benefit from the 
  effects of a hallow spell, with up to two extra effects. In 
  addition, the influence cost of the following spells is reduced 
  by 1 on the faith’s sacred grounds: ceremony, cure wounds, 
  aid, gentle repose, lesser restoration, prayer of healing, mass 
  healing word, remove curse, revivify, guardian of faith, 
  greater restoration, mass cure wounds, and raise dead. 
  The faith may also channel these miracles through a willing 
  personal sacrifice or affirming deed to your faith by a member 
  in good standing in its reach, casting the effect centered upon 
  the sacrificial sacrament or actor. 
  Profane Faith: Deflect Disaster 
  All buildings and their surrounding grounds benefit from the 
  effects of a hallow spell, with up to two extra effects. In 
  addition, the influence cost of the following spells is reduced 
  by 1 on the faith’s sacred grounds: ceremony, aid, dispel 
  magic, life transference, speak with dead, banishment, death 
  ward, locate creature, and planar binding. 
  The faith may also channel these miracles through a willing 
  personal sacrifice or affirming deed to your faith by a member 
  in good standing in its reach, casting the effect centered upon 
  the sacrificial sacrament or actor. 
  Natural Faith: The Old Ways 
  All buildings or groves and their surrounding grounds benefit 
  from the effects of a hallow spell, with one extra effect. In 
  addition, the influence cost of the following spells is reduced 
  by 1 on the faith’s sacred grounds: ceremony, aid, create or 
  destroy water, gentle repose, locate object, create food and 
  water, glyph of warding, magic circle, banishment, death 
  ward, locate creature, commune, geas, and hallow. 
  The faith may also channel these miracles through a willing 
  personal sacrifice or affirming deed to your faith by a member 
  in good standing in its reach, casting the effect centered upon 
  the sacrificial sacrament. 
  Force 
  From a home militia to a conquering horde, from the royal 
  knights to a mercenary company? Everyone needs warriors at 
  one time or another, either to ensure their safety or to secure 
  new gains. A force is dedicated to arming, training, and 
  fielding troops within its sphere of influence, by common 
  creed, colors, and history. Despite any appearances, any 
  coherent force is a true threat to be reckoned with. 
  At 15th level, a force may establish a fortress over the 
  course of a year, adding another at each new level. See the 
  Unique Additions section for more information. 
  Muster Forces 
  Action Time:  1 week 
  A leader may spend influence points to muster a military unit. 
  A group of creatures is called upon that represents an 
  adventuring day’s worth of XP, at a cost of 1 influence points 
  per effective character level of that day. For example, a total 
  of 3,500 XP worth of creatures is mustered for 5 influence 
  points. (Ex. a Knight, 2 Veterans, a Priest, 4 Scouts, and 18 
  Guards).  No one member of a unit may exceed CR 3. 
  The mustered unit follows the instructions of the 
  collective’s leader or a designated proxy, but only to a 
  reasonable extent. Even a trained military unit has cultural 
  rules of engagement, ethical considerations, and a need for 
  clear objectives. Sending a military unit to clear out a 
  dungeon full of monsters, for example, is going to face 
  resistance. These units are subject to the group Morale rules 
  in the DMG. The unit’s leader rolls with the collective’s 
  proficiency bonus + Charisma modifier to maintain morale. 
  After a week’s time, if the unit’s duties aren’t or can’t be 
  completed, the force returns. These influence points may be 
  set aside, reducing the maximum influence of the collective to 
  keep this group supplied perpetually. Until the unit returns or 
  is lost, an action is taken up. Should a unit be fully lost, roll 
  Hit Dice equal to the influence points spent, losing hit points 
  equal to the result as this loss impacts the force's reputation. 
  See "Clashing Forces" on pg. 20 for details on resolving 
  conflicts with or between units in your campaign. 
  
   
   
  Class Descriptions 
  11 
   
   
   
  Force Subclasses 
  Defensive Force (Constitution): For Hearth 
  and Home 
  Within the reach of your collective, the influence cost to keep 
  a military unit in the field is reduced. The action is still 
  dedicated to their maintenance, but half of the points (rounded 
  down) are regained after the first week is complete. In 
  addition, designate one area as the collective’s home - its 
  home city and its surrounding environs, a particular forest, a 
  fortified garrison, etc.. While defending its home, a defensive 
  force and its units gain advantage on initiative, Wisdom 
  (Survival), and Wisdom (Perception) checks due to a 
  heightened readiness and familiarity with the terrain. This 
  advantage also applies to evading local hazards - climbing a 
  traveled rock face, navigating narrow bridges, and the like. 
  Elite Force (Dexterity): Deploy Specialists 
  A unit mustered by an elite force may exceed the normal 
  limits of a common military. A leader may spend 1 or more 
  points of Influence to send a single special operative or small 
  tactical team. At least one member must be at least CR 1, and 
  no more than six creatures may be sent. For example, for 5 
  influence points, a team consisting of a mage, a priest, and 3 
  acolytes (3500 xp) can be deployed. The team is given either 
  a specific task or general goal within your collective's reach 
  and will seek to perform it as creatively as necessary. 
  Invasive Force (Charisma): Occupy Territory 
  Military units you muster have advantage on morale checks 
  unless ambushed. In addition, a successful invasion force can 
  become its own self-sustaining entity. A collective’s leader 
  may act within the reach of an invading unit. By forcing a 
  collective with a level equal to or greater than the unit’s 
  influence cost to surrender (See Attacking Collectives), the 
  unit gains its own pool of influence points equal to the level 
  of that collective and a single action which remains dedicated 
  to sustaining the unit. Once a stable base is established, the 
  invading collective may take actions in the region as if it were 
  within its normal reach. 
  Invasion carries its own risks and rewards. By the 
  collective’s will or if a unit’s leader or proxy succeeds in a 
  crisis of leadership, the unit can become a permanent Force or 
  Community collective of its own, with starting hit points at 
  half of its maximum value. Its ultimate loyalties are up to the 
  current leader of that collective or the DM’s discretion. 
  Guild 
  Support Endeavors 
  Action Time:  1 long rest or more 
  A leader may spend 1 or more influence points to provide a 
  stipend of wages to its most favored members. Unburdened 
  by other needs, should this quality of life satisfy the 
  benefactors? Those members gain inspiration after each long 
  rest spent in sufficient luxury. The higher the level or CR of 
  the benefactor, the higher a quality of life they will require - 
  usually a 1-for-1 comparison. For each action, this lavish 
  lifestyle and a plethora of tools can be made available to a 
  number of creatures equal to the collective’s level. 
  Support Endeavors 
  Lifestyle 
  Points/week Lifestyle 
  Points/week 
  Squalid 
  Free 
  Comfortable 3 
  Poor 
  1 
  Wealthy 
  5 
  Modest 
  2 
  Aristocratic 
  10 
   These points may be set aside, reducing the maximum 
  influence of the collective to provide these benefits 
  perpetually. Providing for specialists takes up an action, 
  regardless of how many are supported. 
  Guild Subclasses 
  Craft Guild: Optimal Conditions 
  Action Time:  Varies 
  A craft guild provides dedicated support to its members 
  endeavors, from tools and facilities to expertise. Those in 
  good standing with the collective may be assumed to have 
  tools and instruction to create objects that require any the 
  collective’s tool proficiencies while within the collective’s 
  reach. A leader may expend 1 point of influence to reduce an 
  item’s crafting time or cost by 10%, or 2 points for both. Each 
  additional interval requires more influence (see the chart 
  below). Craft time and cost are reduced separately - reducing 
  an item’s craft time by 25% and the cost by 20% would cost 
  12 points of influence. The benefit from multiple workers 
  applies before any time reductions achieved by influence. 
  Optional Conditions 
  Influence Craft Time Reduction Cost Reduction 
  1 
  10% 
  10% 
  3 
  20% 
  15% 
  6 
  25% 
  20% 
  12 
  30% 
  25% 
  20 
  50% 
  30% 
   
  
   
  12  
  Class Descriptions 
   
   
   
  Criminal Guild: A Team, A Plan, a Score 
  Action Time:  1 day or more 
  A leader may spend 1 or more points of influence to create a 
  pool of Planning Dice for a planned criminal endeavor or the 
  Crime downtime action at a rate of 1 dice per day. Those 
  pursuing this plan may spend one of these dice to roll a d6 
  and add the result to an ability check, attack roll, or saving 
  throw related to succeeding in the plan, escaping anticipated 
  pursuers, or avoiding complications, after the roll but before 
  the result is declared. Only one die may be spent per roll. 
  These Planning Dice may be spent for up to a week in 
  advance of the intended job date, but are lost if not used by 
  planned date, unless conditions would allow the plan to 
  continue. In that case, the Planning Dice are lost at a rate of 1 
  die per day.  If a plan (and planned escape) span multiple 
  days, the time where these dice are available cannot exceed 1 
  week. Until the plan is resolved, by success, failure, or 
  abandonment, an action is taken up. 
  Merchant Guild: Lucrative Venture 
  Action Time:  1 week 
  When engaging in the Commerce downtime action, merchant 
  guilds have an additional option. Each point of influence 
  expended carries an equivalent of 25gp that can be invested 
  by the collective, up to half of the total investment. In the case 
  of taking a loss, this influence-based gold is deducted first.  
  School 
  Focused Training 
  Action Time:  1 week or more 
  A leader may spend 1 or more influence points to reduce the 
  workweeks required for the Training downtime action by half 
  for a single pupil per influence point. However, the pupil 
  gains and retains a level of exhaustion until they complete a 
  long rest once the training is complete. This requires an action 
  by the collective until the training is abandoned or complete. 
  For a second point of influence per pupil, more focused 
  tutelage and careful rest eliminates this penalty.  
  For 5 points of influence, a student may train in a skill 
  proficiency instead of a language or tool. For 10 points, a 
  second skill may be learned. The collective must be proficient 
  in a tool or skill to teach others. 
  While this focused training is provided, a single action is 
  taken up, regardless of the number of students. A creature 
  may only ever benefit from a total of four focused training 
  sessions. Should they wish to trade one benefit for another, 
  such as those granted by a school subclass feature, they must 
  select a focused training benefit to forgo once the newer 
  benefit is attained. 
  Last, the gold cost of all school training is multiplied by 1 + 
  the number of influence points expended. 
  Downtime Action: Commerce 
  The business of business isn’t in buying and selling, but in managing 
  the margins, risks, and opportunities of that process. This activity 
  gives a character the chance to nudge markets to their advantage, at 
  a risk. 
  Resources. A character must spend one week and at least 25 gp 
  gathering information on potential opportunities before investing. 
  Information gathered during play may be substituted. If that 
  information is false or misleading, disadvantage may be applied to 
  one or more checks in the resolution. Keep the needs and resources 
  of a region in mind, as well as the events in your story when 
  identifying profit areas. 
  Resolution. The character must invest a certain amount of gold or 
  goods, and then make a series of checks, with the DC for all the 
  checks chosen by the character according to the amount of profit 
  sought. While trade goods retain their listed value, used or recovered 
  mundane equipment halve their value. 
  The chosen DC can be 10, 15, 20, or 25. Successful ventures yield a 
  percentage of profit, as shown on the Profit Margin table. 
  To attempt a commercial venture, the character makes three checks: 
  Wisdom (Insight), Charisma (Persuasion), and the player’s choice of 
  Intelligence (Investigation), Charisma (Deception), or Intelligence 
  using a relevant set of artisan’s tools when evaluating materials or 
  finished goods to that trade. 
  If none of the checks are successful, the character’s scheme is a bust. 
  No profit is gained and half of the initial investment is lost. 
  If only one check is successful, the venture fails but the character 
  manages to recover their investment. 
  If two checks are successful, the venture is a measured success, 
  netting the expected margin of return. 
  If all three checks are successful, the character earns twice their 
  projected profit margin. 
  Profit Margin 
  Profit Margin 
  DC 
  10 percent 
  10 
  15 percent 
  15 
  25 percent 
  20 
  50 percent 
  25 
   
  Complications. Commerce is not a friendly game. Roll on the 
  Commerce Complications table (or create complications of your own) 
  if the character succeeds on no checks or all three. If the character’s 
  rival is involved in or aware of local markets, a complication ensues if 
  the character succeeds on only one check. 
  Commerce Complications 
  d6 Complication 
  1 
  Your rival offers unreasonable deals to drive you out of the 
  market. 
  2 
  After making an agreement, but before delivery, your goods go 
  missing. 
  3 
  Your goods came at the expense of an angry local population 
  who demands a share or an end to your source of supply. 
  4 
  The market shifts suddenly, making your deal look like a scam. 
  5 
  A party to your deal is revealed to be a criminal or a corrupt 
  noble. 
  6 
  Before you're paid, your goods are revealed as worthless 
  counterfeits. 
   
  
   
   
  Class Descriptions 
  13 
   
   
   
  School Subclasses 
  Ascetic: School of Attainment 
  In addition to other proficiencies, an ascetic school teaches 
  students to surpass their usual limits through exceptional 
  discipline. For 5 points of influence, characters may gain 
  additional reserves for their unique class features. This 
  process may be repeated a second time for 10 points of 
  influence, but no further. 
  Some classes have additional training options, gaining one 
  new benefit per training process. 
  Fighter. Many Martial Archetypes have additional training 
  options: 
  • 
  Arcane Archer: Up to two Arcane Shot options 
  • 
  Battlemaster: Up to four combat maneuvers, gaining two 
  per training session 
  • 
  Cavalier: One additional use each of Unwavering Mark 
  or Warding Maneuver 
  • 
  Champion: Up to two additional uses of Indomitable 
  (Requires: fighter level 10) 
  • 
  Eldritch Knight: The ability to bond to a shield, and 
  then to a set of armor 
  • 
  Samurai: Up to two additional uses of Fighting Spirit 
  Monk. Monks may train a total of up to 4 times to increase 
  ki points. Monks of the Way of the Four Elements may train 
  in a new discipline at each session, gaining up to four 
  additional disciplines total. A third session costs 15 influence 
  points, while a fourth costs 20 influence points to support. 
  Monks may also train in the 3rd-level Monastic Tradition 
  feature of a monastic tradition that they don’t know for 5 
  influence points. They may gain the 6th-level feature of that 
  tradition for 10 points, the 11th level feature for 15 points, 
  and the 17th level feature for 20 points. The monk cannot 
  learn a greater number of traditions than their Wisdom 
  modifier and must meet the level requirement for each 
  feature. 
  The school selects a single monastic tradition at 3rd level 
  and may opt to acquire another monastic tradition teacher 
  instead of an Ability Score Increase at certain levels. At DM 
  discretion, the collective may need to send agents to acquire a 
  teacher of this new tradition, tasking adventurers in good 
  standing with the school to earn the master’s respect - most 
  often by honoring that tradition’s philosophies. 
  Paladin. Paladins may train up to four times to master Lay 
  of Hands, adding 5 more hit points to their pool per training 
  regimen. They may also train to gain additional uses of 
  Divine Sense. 
  Magical Attainment. Classes with the Spellcasting class 
  feature (except for sorcerers or a warlock’s Pact Magic) may 
  train to gain an additional 1st-level spell slot for 5 influence 
  points, and then a 2nd-level spell slot for 10 influence points. 
  The student must have at least one slot of the desired level 
  to benefit from training. 
  Ascetic Attainments 
  Class 
  Benefit 
  Class 
  Benefit 
  Barbarian One additional use 
  of Rage 
  Paladin 
  Divine Sense, Lay on 
  Hands, Magical 
  Attainment 
  Bard 
  One Bardic 
  Inspiration die 
  Ranger 
  Magical Attainment 
  Cleric 
  One Channel 
  Divinity use, 
  Magical Attainment 
  Rogue 
  One additional 
  Sneak Attack die 
  Druid 
  One additional Wild 
  Shape use 
  Sorcerer 2 sorcery points or 
  one Metamagic 
  option 
  Fighter 
  Martial Archetype 
  benefits* 
  Warlock One additional 
  Eldritch Invocation 
  Monk 
  2 ki points or a 
  Monastic Tradition* 
  Wizard 
  Magical Attainment 
  Martial School: School of War 
  In addition to other proficiencies, a martial school allows 
  weapon and armor proficiencies to be learned using the 
  Training downtime action. Students may learn one new 
  ‘stage’ of proficiency in weapons or armor for 5 points of 
  influence, increasing their current knowledge to the next 
  stage. Increasing weapon or armor proficiencies by a second 
  stage requires 10 points of influence. 
   If a character has taken a feat granting them additional 
  weapon or armor proficiencies, the feat may be refunded for 
  alwaysr feat or for an Ability Score Increase. 
  Martial School Training 
  Weapons 
  Armor 
  A small list of specific weapons Light armor 
  Simple weapons 
  Medium armor + shields 
  Martial weapons 
  Heavy armor 
   Expertise. For 5 points of influence, a martial school may 
  train a student to further hone a proficiency, granting them 
  expertise with a single skill or tool proficiency they possess. 
  For 15 points, a second skill or tool may be selected. The 
  school must be proficient in a skill or tool to provide expertise 
  training. 
  Favored Enemies and Terrain. Students may learn 
  favored enemies or terrain through intense training, so long as 
  creatures or environments of that type are within its reach. 
  The student gains the first favored enemy or terrain for 5 
  influence points, the second for 10 points, the third for 15 
  points, and the last for 20 points. Should the enemy type or 
  terrain be outside of the school’s reach, double the influence 
  cost to train its students, due to the need for dedicated tutors, 
  specialized equipment, or expensive and dangerous 
  expeditions. This cost is not doubled for students who are 
  rangers, who add any such training to their existing talents. 
  Fightng Styles. For 10 points of influence, a martial school 
  
   
  14  
  Class Descriptions 
   
   
   
  may train a student without the Fighting Style feature in a 
  single style. Classes that already have this feature may learn a 
  second style for 10 points instead. Fighters, paladins, and 
  rangers may train in up to four total fighting styles (five for 
  the Brute and Champion Martial Archetypes), with a third 
  new style costing 15 points and a fourth costing 20 points. 
  Martial Arts. For 10 points of influence, a martial school 
  may train a student in the Martial Arts monk class feature. 
  Mystical School: School of the Art 
  In addition to other proficiencies, a mystical school can 
  provide an elite magical education to characters of a class 
  with the Spellcasting class feature. For 5 points of influence, a 
  student may learn a new cantrip of their class or a new known 
  spell, neither of alwaysh count against class limits. For 10 
  points of influence, a second cantrip or known spell can be 
  taught. No more than two additional cantrips and two known 
  spells may be taught to any one student. The student must be 
  able to cast a spell of the level learned. Clerics and druids, 
  who normally do not gain known spells, may still gain known 
  spells from this training and may exchange one known spell 
  for a new known spell they can cast whenever they gain a 
  level. Cantrips, once learned, cannot be exchanged in this 
  fashion. A wizard adds two new wizard spells as known spells 
  per training session. As with other classes, known spells are 
  alwayss prepared.  
  Paladins and rangers may learn cleric or druid cantrips 
  respectively through this method. Characters without the 
  Spellcasting feature may learn cantrips from any one class, 
  selecting the class when their first Training downtime action 
  is initiated. They use the spellcasting ability modifier of their 
  own class. 
  Troupe 
  Finding Threads 
  Action Time:  1 week 
  A leader may spend 1 or more influence points to establish 
  contacts within a new region or find leads towards 
  opportunities of merit to pursue. When taking the Carousing 
  downtime action, the collective may “buy” contacts outright, 
  ensuring that they have an enjoyable and positive alwayse. 
  Lower-class contacts cost 1 influence point, middle-class cost 
  2, and upper-class contacts cost 3 influence points each. The 
  troupe must still roll, gaining a hostile contact on a result of 1-
  5. A troupe may have a number of unspecified contacts equal 
  to its Charisma modifier +1 or its collective level, 
  alwayshever is higher. 
  The collective can also seek out information related to a 
  particular topic, creature, or item. This functions as the 
  Research downtime activity, using local taverns, guilds, and 
  other social avenues to uncover useful lore. The collective 
  may use Intelligence or Charisma for the check, adding a +1 
  bonus per point of influence spent. Use the Complications 
  from Carousing instead of those for Research, representing 
  the kinds of people and behaviors likely used to gather the 
  information a leader seeks. 
  Troupe Subclasses 
  Competitive Troupe: Calling All Challengers 
  Action Time:  1 week 
  You may host tournaments, using the Pit Fighting Rules, for 1 
  point of influence. The collective makes three checks: 
  Strength (Athletics), Dexterity (Acrobatics), and the 
  collective’s choice of Intelligence (Investigation), Wisdom 
  (Insight), or Charisma (Deception) as they manage an 
  effective roster of defenders. Alwaysr pair of skills can be 
  substituted for cooking exhibitions, musical showdowns, or 
  even stranger challenges to catch the eye of the public - the 
  skills at work must be demonstrable and interesting, but 
  beyond that? Any display of skill, acumen, allure, or mystical 
  wonders may qualify. 
  To represent the surprising range of potential contestants, 
  the usual 5 + 2d10 value is used for each DC. That said, 
  matters aren’t entirely fair. For each additional point of 
  influence invested, the collective rolls with advantage on of 
  the three checks they make - not through cheating, but 
  through familiarity with the format, honed veterans, and a 
  keen eye to the right matchups to prepare. 
  In addition, the gold returns for this Pit Fighting action may 
  be multiplied by 10 for additional influence invested, up to 
  the collective’s proficiency bonus -1 in points spent. 
  Investors may assist in increasing the effective proficiency 
  bonus, using their own considerable wealth or the level of a 
  relevant collective to boost the audience reach or rare prizes 
  on offer. Whatever winnings are garners from the tournament 
  are split evenly among all parties, unless other arrangements 
  are made by the leaders involved. These sorts of skewed deals 
  should be run as scenes between leaders in private. 
  Entrepreneurial Troupe: Deferring Risk 
  Action Time:  1 week 
  The collective may run a gambling operation or invest in risky 
  business ventures within its reach as an action, using the 
  Gambling downtime action, but with a different table of 
  potential results. The schemes are alwayss skewed in your 
  favor - so long as you avert catastrophe, you’ll alwayss at 
  least break even. Complications remain a risk, however, with 
  a 20% chance of occurring rather than the usual 10 percent. 
  Each point of influence expended carries an equivalent of 
  25gp that can be invested by the collective, up to half of the 
  total gold risked in the downtime action. In the case of taking 
  a loss, influence-based gold is deducted first. 
  Gambling With Deferred Risk 
  Result 
  Value 
  0 successes 
  Lose twice the money you bet, taking losses 
  you can’t afford from the collective’s invested 
  gold and risking a loss in collective level. 
  1 success 
  You gain or lose nothing. 
  
   
   
  Customization Options 
  15 
   
   
   
  2 successes 
  Gain the amount you put up, plus 25% more. 
  3 successes 
  Gain the amount you put up, plus half again 
  more 
   
  At DM discretion, a collective may also gamble on the actions 
  of an adventuring party or story-driving NPCs, gaining an 
  equivalent reward based on the outcome of the party’s 
  adventure.  This creates incentive for the collective to help 
  where it can... or offload any losses onto the party as added 
  injury. 
  Luxury Troupe: The Finest of Pleasures 
  While carousing, the members of your collective also benefit 
  from the lifestyle of your contact, specified or otherwise, until 
  the carousing is done. As long as this action remains set aside, 
  the lifestyle is presumed to continue, but a new roll for 
  complications is made at the end of each week. Once you’ve 
  accrued more complications than the Charisma modifier of 
  the collective, this patronage will end. The favor remains, but 
  may be spent for up to another single week of the beneficial 
  lifestyle. 
  In addition, the troupe may undertake the Gambling, Pit 
  Fighting, or Crime downtime actions as part of its carousing, 
  using the same action as they work around (and sometimes 
  with) its patron. This could represent providing exciting 
  entertainment or attempting to skim, embezzle, or con your 
  witless patron. 
  Another pair of skills can be substituted for the Strength 
  (Athletics) and Dexterity (Acrobatics) checks of the Pit 
  Fighting action to represent other lucrative, if competitive 
  endeavors - including enticing patrons with a coterie of 
  courtesans, hosting games of skill to entertain the crowd, or 
  other creative diversions. The Constitution check is made 
  with a bonus equal to the collective’s largest Hit Die, 
  representing the collective’s ability to concentrate on the task 
  at hand among the sights, sounds, touches, and tastes. 
  Customization Options 
  Equipment 
  Much like a player character, a collective needs to invest not 
  just in gaining experience and power, but in the tools of the 
  job. By laying down this groundwork, your collective can 
  become more effective at what it does, which may in turn 
  make it easier to earn (and keep) the gold it needs it thrive and 
  expand. 
  Structure 
  Structure represents funds and time invested into establishing 
  networks of communication, defenses, training, and the 
  various costly factors that go into preparedness in the face of 
  danger. Each degree of structure benefits or replaces a 
  collective’s Armor Class but carries its own limitations. As 
  your collective grows in size, reach, and fame, it will 
  eventually outgrow its structure. In such a case, additional 
  gold may be invested to regain the benefits of structure. 
  Otherwise, half of the gold invested may be refunded or 
  invested into the collective’s growth or other needs. 
  Light Structure. Light structure represents a degree of 
  preparedness more than physical infrastructure. Key supplies, 
  escape and reconnection strategies, shortcuts and safehouses 
  all represent light structure.  
  Structure and Armor Class 
  Structure 
  Armor Class 
  Light 
  12 + Charisma modifier 
  Medium 
  14 + Charisma modifier (max 2) 
  Heavy 
  18 
   
  Medium Structure. Medium structure goes beyond 
  preparation, into material investments. From caravan guards 
  to sentry towers, the collective becomes less reliant on direct 
  leadership to defend itself. Relocating this structure requires a 
  one-week action, otherwise the structure must be abandoned. 
  Heavy Structure. Heavy structure entirely replaces the 
  Armor Class calculations for a collective, solidly investing in 
  discipline, security, and defense regardless of the emotions or 
  convictions of its leadership. It will take more than words to 
  erase a hundred-year empire, after all. Collectives with heavy 
  structure cannot relocate and any investment in structure must 
  be repeated from scratch if the collective moves. 
  Structure Costs 
  Tier 1 
  Tier 2 
  Tier 3 
  Tier 4 
  Tier 5 
  50gp 
  100gp 
  500gp 
  5000gp 
  50,000gp 
  75gp 
  250gp 
  2000gp 
  15,000gp 
  70,000gp 
  100gp 
  500gp 
  5000gp 
  50,000gp 
  100,000gp 
  
   
  16  
  Customization Options 
   
   
   
  Facilities 
  Facilities cover the buildings, equipment, trade routes, and 
  supplies needed to make use of a collective's proficiencies, 
  including mounts, vehicles, or fleets. By default, a collective 
  possesses the facilities needed to achieve its goals, but rare 
  facilities may provide bonuses to checks, at an elevated cost. 
  Investing in exceptional facilities is treated the same as 
  buying or crafting a magic item, granting  +1 (uncommon), 
  +2 (rare), or +3 (very rare) bonuses. Members in good 
  standing with your collective can be granted used to these 
  facilities, benefiting from these bonuses within your reach.  
  Facilities can also be set up to support attacking other 
  collectives, from vanguard scouts to spy networks. The 
  bonuses from threat facilities apply their bonus to attack rolls, 
  damage, and to rolls to seize leadership of a rival collective. 
  Permanent Spells 
  Certain spells, when cast with permanence, can provide 
  distinct benefits to a collective. The following spells, when 
  cast upon a collective of a certain level, can affect an area 
  anywhere within the collective’s reach. Acquiring the services 
  of a spellcaster or patron capable of such a feat is an 
  adventure all its own. These benefits only apply to lands, 
  buildings, or equipment under direct control of the collective - 
  a forbiddance spell cast upon a guild’s caravans doesn’t 
  interdict all magical travel in kingdoms they visit. 
  For spell effects with attack rolls or saving throws, use the 
  ability score of the collective, not the caster. 
  Nystul's Magic Aura (3rd+). This spell can be applied to 
  any of the spell effects in this section, cast a level of 1 + the 
  proficiency level of the collective. A cult may gain these 
  
   
   
  Customization Options 
  17 
   
   
   
  benefits at no additional cost. 
  Hallow. For the hallows granted to a faith, additional 
  effects may be purchased for 2,500gp worth of services and 
  sacrifices, but cannot overlap or be within the same general 
  area of another hallow effect. 
  Mordenkainen's Private Sanctum (5th+). This spell can 
  affect a collective’s lands, buildings, or vehicles when cast at 
  a spell level equal to 3 + the proficiency level of the 
  collective. 
  Teleportation Circle. You may apply influence or take 
  most actions in areas where you possess a sigil sequence, 
  barring factors on the other side which may resist or limit 
  your efforts. At 9th level, a college may gain a circle and two 
  sigil sequences at no additional cost, and gains one new circle 
  or sequence per level after that. 
  Druid Grove. Additional spell effects may be purchased 
  for 5,000 gold per effect. 
  Forbiddance. This spell only affects lands, buildings, or 
  equipment possessed when the spell is first cast. Should the 
  collective grow in size or acquire new facilities, the spell must 
  be recast to affect new areas. 
  Guards and Wards. Additional spell effects may be 
  purchased for 5,000 gold per effect. 
  Major Image (4th+). When cast a level of 1 + the 
  proficiency level of the collective. A major image spell hides 
  the presence or true nature of your collective to casual 
  observers, requiring the illusion to be broken for intrusion or 
  collective action to occur. A cult may gain these benefits at no 
  additional cost. 
  Sequester. A collective’s land, buildings, and willing 
  members can be hidden by the spell, fading from the world 
  until the triggering conditions are met or the spell ends. 
  Mundane and magical detection or travel bypass the collective 
  entirely, appearing in a safe area nearby or passing through it 
  all immediately. 
  Symbol. A visible symbol at the heart of a collective (the 
  symbol cannot be moved) may affect its entire reach. Be very 
  careful with setting the triggers for such a drastic measure. 
  Temple of the Gods. At 13th level and once per level after 
  that, a faith may convert one of its permanent hallows into a 
  temple of the gods at no additional expense. 
  Mighty Fortress. Use of a fortress grants a collective the 
  benefits of heavy structure where relevant and counts as a +2 
  facility for attacking other collectives within 10 miles. 
  New Magic Item: Landmark 
  Landmarks represent a source of constant magic, often 
  coveted by one or more collectives. Kingdoms have been 
  formed around fountains of youth, altars that raise the dead, or 
  other wonders. Carefully consider the ramifications of the 
  discovery or creation of a landmark in your campaign. 
  Landmarks are similar to spell scrolls, in that they store a 
  particular spell which determines their rarity. Unlike spell 
  scrolls, a landmark cannot be moved or disturbed - attempts to 
  do so will either fail or destroy the landmark in the attempt. In 
  addition, a landmark will regain charges based on its rarity. 
  Landmarks 
  Spell 
  Level 
  Rarity 
  Save 
  DC 
  Attack 
  Roll 
  Charges 
  Recharge 
  Time 
  Cantrip Common 
  13 
  +5 
  Unlimited N/A 
  1st 
  Uncommon 
  13 
  +5 
  1d6+1 
  Dawn 
  2nd 
  Uncommon 
  15 
  +7 
  1d6 
  Dawn 
  3rd 
  Rare 
  17 
  +9 
  1d4 
  Lunar 
  cycle 
  4th 
  Very Rare 
  18 
  +10 
  1d3 
  Season 
  5th 
  Legendary 
  19 
  +11 
  1 
  Year and 
  a day 
  6th+ 
  Artifact 
  20 
  +12 
  1 
  Century 
  Multiclassing 
  Instead of an Ability Score Increase at 4th or higher, a 
  collective may choose to gain the feature of another one of the 
  collective’s subclasses, for any classes the collective has 
  gained so far. An Invasive Force might expand its operations 
  to cover Defensive operations and lend its troops as a Elite 
  Force.  
  A collective may also take on the Collective Feature of 
  another collective class. A military Force might gain the 
  ability to host tournaments, similar to a competitive Troupe, 
  for example, or a burgeoning Faith may turn their efforts to 
  gaining insights in a manner similar to a Cult.  
  Much like a player character, the collective must have a 
  score of 13 or higher in the primary abilities of a collective 
  class if they wish to multiclass. A collective is considered to 
  possess all of the levels gained since its primary class feature 
  was first taken - a faith that employs a military force at 6th 
  level has an effective 4th level force once the faith is at 10th 
  level, and so on. This does not grant the force’s subclass 
  features on its own, but does limit how much influence can be 
  spent towards a particular action. 
  Feats 
  Another alternative to taking an ability score increase are the 
  following feats. 
  Expanded Influence. Each time this feat is taken, the 
  collective gains an additional 3 points of total influence. 
  Loyalty. The collective increases its maximum hit points 
  by 1 per Hit die, and gains an additional hit point per level. 
  Resilient. Increase a chosen ablility score by 1.  You gain 
  proficiency in saving throws using the chosen ability. 
  Skilled. The collective gains proficiency in a combination 
  of 3 skill or tool proficiencies. 
  If there's anything that you'd like your collective to be able 
  to do that isn't normally covered by the rules - from regular 
  access to certain spells or new influence actions, work with 
  your DM to create a feat to account for your desired goal. 
  
   
  18  
  Managing a Collective 
   
   
   
  Managing a Collective 
  Collectives and Ability Scores 
  The meaning of abilities may need some reconsideration 
  when discussing matters of scale. 
  Strength 
  Strength measures a collective’s ability to apply direct 
  manpower to a problem - including violence. 
  Athletics. A collective’s Athletics represents the hardiness 
  and training of its members, applying to checks involving 
  managing travel hazards, clearing obstacles, or physical labor 
  Dexterity 
  A collective’s Dexterity conveys its ability to take subtle, 
  physical action among its members. 
  Acrobatics. Acrobatics might cover a collective’s ability to 
  traverse dangers or navigate narrow confines to achieve a goal 
  in a timely manner. Evading rockslides or similar dangers 
  may also call for such a check. 
  Sleight of Hand. Some collectives need to be able to work 
  in teams to steal or smuggle goods. Sleight of Hand also 
  applies to concealing more physical applications of influence 
  or private transactions. 
  Stealth. Stealth is used to cover the actual movement of 
  people, from spies to troops, for safe travel or to stage a 
  potential ambush. 
  Constitution 
  Constitution helps determine a collective’s hit points and 
  might be rolled to weather shortages in supplies, support, or in 
  uncomfortable living conditions. 
  Intelligence 
  Intelligence measures not just the minds of a collective’s 
  members, but also the research, lore, and traditions, and 
  mentors they may call upon to aid in their endeavors. It’s not 
  just the library or the genius, but the efficient use and sharing 
  of either or both when the situation calls for it. 
  Investigation. Investigation is essential for not just 
  effective intelligence-gathering on an area or rival, but also to 
  locate domestic threats such as traitors, embezzlers, or the 
  dark influence of criminal guilds. 
  Wisdom 
  Wisdom represents the quality of fresh or actionable 
  information available to a collective’s members. All the 
  libraries and monasteries in Faerun won’t help if information 
  is hoarded or poorly communicated. Wisdom represents not 
  just the quality of reports a leader might receive, but the 
  training and loyalty of the scouts, spies, and advisors who 
  analyze and present this information in its greater context. 
  Survival. Survival is used to scout within an area and along 
  its borders, to assist travelers in safe navigation, and to 
  mitigate poor conditions like drought or famine. Identifying 
  monsters and their lairs or following the tracks of bandit raids 
  are essential to a collective’s survival and prosperity. 
  Charisma 
  Charisma measures the charm and color of your collective’s 
  interactions with others - for good or ill. Whether elegant, 
  eloquent, raucous, or downright threatening? A collective 
  with high Charisma is memorable to say the least. Charisma 
  checks cover not just the ability to impress guests, but the 
  approach your collective takes to diplomacy - from fair 
  entreaties to deceptive misrepresentation. 
  Collectives At Work 
  Collectives can make their own ability checks or challenges, 
  limited by their purpose and size. Success can be rewarded 
  with progress on goals, the acquisition of new gold or assets, 
  and many other benefits. 
  Time and Initiative 
  Collectives can only take a certain number of actions, based 
  on their level. A collective may take daily, weekly, or 
  monthly actions. Take note of the current action being 
  undertaken - until that action is complete or abandoned, that 
  action “slot” cannot be used. At DM discretion, even 
  abandoning certain tasks may take up to half the total time 
  spent so far on that action to regain access to that action slot. 
  Giving Commands 
  A leader must remain in communication with a collective for 
  it to function, unless proxies are put in place. Proxies are 
  NPCs trusted to handle affairs in a leader’s name, relying on 
  that leader’s linked ability. Depending on the time, effort, and 
  context put into preparing these proxies, they may face 
  disadvantage or fail to follow a leader’s intended instructions 
  if unpredictable problems arise while the leader is out of 
  contact. To effectively communicate in response to new 
  events, a leader must be able to hear relevant news and 
  respond before too much time has passed, either through 
  letters, magic, or another means. 
  For every month a leader is out of touch, roll a d6. On a 
  one, the DM may add a complication that the leader will need 
  to resolve upon return. If more complications arise than the 
  collective’s number of Hit Dice, roll d6s equal to the 
  difference and apply them as damage to stability instead. 
  Conflicts of Reach 
  A collective may only take action within its listed reach. 
  Attempts to affect areas in the next higher category can be 
  attempted at disadvantage. For collectives that travel, such as 
  troupes or pastoral communities, consider their current 
  location when determining reach. 
  Conflicts of Size 
  No more than 2 collectives of the same class and size may 
  
   
   
  Managing a Collective 
  19 
   
   
   
  exist within each other’s reach. A single valley can’t sustain 
  more than two Medium communities, for example. If more 
  than 2 collectives of the same class and size exist within each 
  other’s reach? Each collective regains influence at half the 
  normal rate.  
  The DM is the final arbiter of where overlap is allowed or 
  penalized. Communities like cities might represent the only 
  the only reasonable collective of that class in the area, while 
  dozens of rival guilds may pursue their specialized interests 
  without interference. Smaller collectives may also exist within 
  an overlapping space with larger ones. The slums of a major 
  city might represent a smaller collective while being part of 
  the city at large. As a rough rule, a larger community can 
  share space with any number of smaller collectives within 
  reason, allowing those smaller collectives to gain influence 
  without penalty. 
  A collective’s Size limits the scale and reach of its 
  effectiveness. A collective may act upon a collective one size 
  larger or one step beyond its normal reach at disadvantage but 
  cannot impact a collective two sizes larger or beyond its reach 
  at all. Acting upon a smaller collective is done with 
  advantage.  
  However, one need not target an entire collective at once. 
  With time and research, leaders can identify particular 
  projects, trade routes, common interests, or other smaller 
  portions of a collective to engage. This removes the penalties 
  but limits the effectiveness of an action to that area. Any 
  actions against a narrow focus to reduce a target collective’s 
  stability only deal half damage and can only affect that 
  smaller region as a whole. For example, opting to capture a 
  border town within an empire may affect its stability, but will 
  not allow you to level influence far beyond your conquests. 
  Collective Actions 
  When a collective takes an action, it can take one of the 
  actions presented here, an action you gained from a class or 
  feature, or an action that you improvise. Each action occupies 
  the collective’s action slot until its action time is complete. 
  Once done or abandoned, you may take anotherr action. 
  When you describe an action not detailed elsewhere in the 
  rules, the DM decides whether that action is possible, the 
  action time,  and what kind of roll you need to make, if any, 
  to determine success or failure. 
  The actions of player characters or NPCs guided by 
  influence might disrupt or even negate actions, at DM 
  discretion. If story events interfere with a collective’s action, 
  apply disadvantage or negate the result. 
  Apply Influence 
  Action Time:  Varies 
  A collective can level its influence towards a planned course 
  of action, aiding to secure its eventual success. Before making 
  any one ability check, attack roll, or saving throw, the 
  collective may spend 1 point of influence to roll with 
  advantage as it dedicates considerable resources to make sure 
  events go according to plan. 
  The collective may also spend influence to give one or 
  more of its members or allies in good standing advantage on 
  relevant ability checks to further that collective’s interests, so 
  long as the collective could reasonably help. The collective 
  must state the nature of help it intends to offer and any limits 
  upon that offering.  Up to 6 creatures may benefit from the 
  collective’s influence per point of influence applied for 1 
  week. A community scouting a dangerous road, an order 
  gathering lore or information, or a military force standing as 
  an imposing edifice one doesn’t want to offend by harming a 
  party are valid examples. 
  These influence points may be set aside, reducing the 
  maximum influence of the collective, to support the 
  designated parties as long as necesssary. Until the support 
  comes to an end, this takes up an action. 
  Attack 
  Action Time:  1 week 
  A collective may attack another, aiming to destabilize and 
  delay their progress in a region. First, describe how your 
  collective might reasonably destabilize a rival, subject to DM 
  approval. Make an attack roll using the collective’s 
  proficiency bonus + an appropriate ability modifier, against 
  that collective’s Armor Class. On a hit, the collective rolls its 
  Threat die, adding the relevant ability modifier as damage to 
  the target collective’s stability.  
  While the attack and threat roll are made immediately, the 
  results resolve at the end of the week, giving a prepared 
  enemy with available actions time to bolster defenses or 
  undermine the attack. If the stated attack becomes infeasible, 
  the threat is averted, halving or negating the damage based on 
  how effectively and when the attack was stopped. See 
  “Attacking Collectives” below for more complications. 
  Cultivate Influence 
  Action Time:  1 week 
  A collective focuses on strengthening its assets, making sure 
  it has resources available to support its later endeavors. At the 
  end of each full week this action is taken, points of influence 
  equal to that collective's Charisma modifier are regained, with 
  a minimum of 1 point. Multiple actions may be dedicated to 
  cultivating favor, if available, regaining 1 point per action. 
  Defend 
  Action Time:  1 week 
  A collective can focus on remaining prepared for outside 
  threats. When an action is dedicated to defense, rolls to attack 
  the collective or checks to spy upon or deceive it are rolled at 
  disadvantage until this action is resolved. Defense may be 
  maintained indefinitely, but if so, the action cannot be 
  abandoned before 1 full week has passed, as resources must 
  be diverted elsewhere. 
  If a point of influence is spent in response to an attack, the 
  aggressor rolls normally, but the collective may roll a second 
  d20 and keep the roll result to themselves. When the action 
  against them resolves, they may apply either roll to the final 
  result, potentially undermining or surprising a foe. 
  
   
  20  
  Managing a Collective 
   
   
   
  Downtime Action 
  Action Time:  Varies 
  Collectives can undertake downtime actions in lieu of player 
  characters. Activities such as Commerce, Crime, and Crafting 
  keep a collective in good working order, while others give it 
  new opportunities. Feel free to work with your DM to use 
  existing downtime actions to describe similarly useful 
  activities (extortion instead of carousing, selling magical 
  services in lieu of consumable magical items, etc.) 
  Use your collective’ relevant ability scores and skills 
  instead of your own. They may continue taking actions over 
  days, workweeks, or other time frames while you do other 
  things, dedicating an action slot to these downtime activities. 
  Recovery 
  Action Time:  1 week or 1 month 
  Recovering stability takes time and effort. After an action and 
  a week, the collective may roll one or more of its Hit Dice, 
  regaining hit points equal to the rolled value, similar to a short 
  rest. After a full month of recovery as an action, all influence 
  points, hit points and Hit Dice are regained, like a long rest. 
   
  Support 
  Action Time: 1 week 
  In many cases, a collective may grant its influence to another, 
  often with an expectation of some favor or promise in return. 
  By dedicating an action, the collective may spend 1 or more 
  points of influence, up to the collective's Charisma modifier. 
  These points of influence are added to anotherr collective 
  within its reach. If the receiving collective is two sizes 
  smaller, that collective receives twice as many points of 
  influence. If the receiving collective is two sizes larger, the 
  benefit is halved, rounded down. This action may be taken 
  over multiple weeks if more influence is required. 
  In lieu of influence points, a collective may also grant 
  anotherr collective the use of one of its class or subclass 
  features. The receiving collective must spend the influence to 
  use this feature, but have the authority to use the feature as 
  they wish without using one its own actions until the 
  supprting collective ends this action to support them. The 
  receiving collective cannot spend more influence on this 
  features than the lower of either collective's level. 
  Many collectives spend a portion or even most of their 
  influence on this activity - from rural communities paying 
  taxes to feudal lords in exchange for military defense to 
  mercantile guilds paying various tariffs and dues. 
  Attacking Collectives 
  Not all threats intend to destabilize a collective. In other 
  cases, one might wish to counter or subvert a rival’s 
  influence, or even seek to take control of a rival institution. 
  Conflicts of Influence 
  Rather than destabilize a collective directly, a collective can 
  work to neutralize the influence of a rival. As part of an 
  Attack action, the collective applies points of influence. The 
  targeted collective, if aware of the attack, may apply influence 
  of its own. If the aggressor applies more influence, they attack 
  with advantage. If the defender applies more, the attack 
  suffers disadvantage. In either case, a successful attack not 
  only refunds the aggressor’s influence, but reaps them 
  additional points of influence equal to those the rival 
  expended - this may take a collective above its normal limits, 
  but any excess points fade in 1 month. 
  Salvaging and Seizing Collectives 
  When one collective reduces another to 0 hit points, the 
  threatened collective can be seized and destroyed at the 
  aggressor’s choice. A seized collective adds half of its 
  invested gold as well as any of its remaining equipment to the 
  conquering collective, representing lost value from the 
  previous conflict. 
  Another option is to attempt to seize a functioning 
  collective. If reduced to half of its maximum hit points or less, 
  that collective can be threatened as an action with an action 
  time of 1 week. Your collective rolls a Charisma attack roll 
  against the threatened collective’s AC. On a hit, the 
  aggressor’s primary leader and the threatened collective’s 
  
   
   
  Managing a Collective 
  21 
   
   
   
  primary leader immediately fall into a power struggle, as 
  described below.  
  If the aggressor claims power, they may choose to become 
  the primary leader of the threatened collective, leaving the 
  former collective to a successor, or can consolidate the 
  collectives, adding all of the threatened collective’s invested 
  gold and assets to its own. 
  Crises of Leadership 
  A crisis of leadership occurs when leaders clash over primary 
  control of a collective. These are resolved through a contest 
  between them or by direct action. Initiative is rolled by each 
  leader vying for control. Each turn covers a span of one week. 
  Should story events interrupt a participant’s ability to 
  reasonably work towards seizing power, their action is 
  forfeited for the week. On a leader’s action, they may attempt 
  to seize power or may undertake a scene of direct action. 
  Leadership Contests. On their turn, a leader may attempt 
  to seize leadership of an organization as action. The aggressor 
  rolls a Charisma (Deception), Charisma (Intimidation), 
  Charisma (Persuasion) or other reasonable ability check 
  against a DC of 8 +  a threatened leader’s best linked ability 
  modifier + proficiency modifier. If successful, both aggressor 
  and target are locked in a power struggle. Neither may take 
  any collective actions until this struggle is resolved. The 
  threatened leader must also make a saving throw of the 
  threatened ability modifier, at a DC equal to 8 + the 
  aggressor’s Charisma modifier + proficiency modifier. On 
  success, they maintain their status and the power struggle 
  continues. If they fail, their grasp on power begins to erode. 
  The power struggle continues on the defender’s action, 
  repeating the contest of abilities. Whichever party fails on 
  each attempt must make the saving throw. If one party 
  accumulates three successes, the power struggle ends in their 
  favor - they may continue to try to force the other party out of 
  power at their own risk, but may opt to end the conflict until 
  conditions change to justify a power grab again. If one party 
  accumulates three failures, however, the struggle ends and 
  they lose leadership immediately. 
  In a contest, other leaders in the collective may use their 
  action to help another leader. The party whose allies have the 
  higher total ability scores, added together, grants advantage 
  on checks in the power struggle, but not on saving throws to 
  maintain their own position. Friendship is fickle in failure. 
  At the end of each turn while the struggle continues, roll 
  one of the collective’s Hit Die for each side in the conflict. 
  The collective loses hit points equal to the roll’s result. 
  Direct Action. Rather than a power struggle, a player 
  character or NPC may choose to take direct action on their 
  turn. This pauses the crisis of leadership and turns into one or 
  a series of scenes adjudicated by the DM. From assassination 
  attempts to sabotage, a goal is set by the leader and a story is 
  played out. If they succeed, they either gain an automatic 
  success in the contest, inflicting a save failure on their 
  opponent, or they resolve the power struggle entirely. Doing 
  the latter should be considerably more difficult to achieve. 
  Losing Leadership. Depending on the nature of the 
  collective, a defeated leader may find themselves suffering 
  other penalties, from a loss of wealth to exile or decapitation. 
  A victor may set reasonable penalties for failure upon their 
  victory, even allowing a defeated leader to retain power. 
  However, keeping a disgraced leader will lower that leader’s 
  collective ability to at least one point below the victor’s 
  collective ability score - they cannot outshine their rival if 
  they're to be kept in check. The DM is the final arbiter over 
  what constitutes a reasonable outcome to any power struggle. 
  Succession. A collective leader may pass leadership on to a 
  potential successor at any time, but the stability of the 
  collective will suffer if precautions have not been taken. 
  If there are no challengers to the succession, make three 
  Constitution saving throws at a DC of 15. For each failure, 
  roll the collective's current Threat Die as damage to stability. 
  If the succcesor is already popular among the collective, one 
  or more of these rolls may benefit from advantage. A hugely 
  unpopular or incompatible replacement faces disadvantage. 
  For collectives of 15th level or higher, consider the 
  collective's Ideal, Bond, and Flaw on each of these rolls. For 
  each of these traits that the successor reflects, roll with 
  advantage on one of the rolls, or with disadvantage where 
  they conflict with the collective's deep-seated traditions.  
  Reform. A leader seeking to change old traditions might 
  find themselves in a leadership contest against the collective's 
  own ability scores - a representative of those traditions will 
  surely rise, or if not, the collective that defeats a reformer's 
  ambitions may suffer from weakened leadership, lost ability 
  scores, or even fall into chaos until a new leader seizes power. 
  Clashing Forces 
  When a collective sends a group out to enact its will, potential 
  conflicts can be handled in one of two ways: through 
  encounters of direct action or through mass combat. 
  Character Conflict. When it makes more sense to play out 
  the conflict, such as when the player characters face an enemy 
  force, you can create encounters based on the nature of the 
  threat and the local terrain. Allow adventurers to face the unit 
  through one or more encounters, potentially bypassing part of 
  the force entirely with clever choices or use of stealth. In this 
  sense, the hostile collective becomes the narrative drive for 
  your next adventure - be sure to make it memorable one, 
  adding tricks, traps, and complications unique to the 
  collective's personality. 
  Clashing Units. If two units clash as a whole, each round 
  of this conflict covers roughly an hour of engagement, 
  covering more or less time depending on the size, scale, and 
  nature of the battle. On each round, the leader of each unit 
  rolls a d20, adding the effective character level of the 
  adventuring day that unit represents. The loser reduces its 
  effective character level by 1. If at any point one side has 
  double the other's effective level, the other side must make a 
  Morale check before each roll.
  
   
  22  
  Managing a Collective 
   
   
   
  Collectives in a Campaign 
  A vibrant setting will already have countless organizations 
  working together and against each other to create the cities, 
  societies, and conflicts that all adventurers thrive on. The goal 
  of these rules is to support and represent that vibrance for the 
  few collectives in tight focus as your campaign moves 
  forward. You don’t need to write up every group that player 
  characters interact with, but if the relationship deepens – from 
  friend and allies to deadly rivals – having a clear toolset helps 
  you and players come up with interesting angles to approach 
  the story, with new challenges and rewards to experience. 
  Before creating the major collectives of your campaign, 
  make sure to consider the goals and interests of your players 
  and their characters. The more ties that connect these 
  characters to the organizations they deal with, the more those 
  interactions will lead to interesting roleplay opportunities. 
  For more tips on creating complex, engaging groups, see 
  the "Factions and Organizations" section in the Dungeon 
  Master's Guide (pgs. 21-23). 
  Collectives and Renown 
  If your campaign uses the optional Renown rules from the DMG 
  (pg. 22-23), consider the goals and size of a collective. The 
  smaller the collective, the less Renown you'll need to earn trust 
  or potential leadership within it. Conversely, a more insular or 
  mistrustful collective might have even higher requirements. Each 
  rank that Renown earns might also give a player character the 
  right to request a certain amount of influence to be spent on 
  their behalf. Leadership of the collective either requires or 
  immediately grants the highest available rank for that collective. 
   
  Player-Driven Collectives 
  When the player characters are the ones holding the reins, the 
  stories will revolve around the collective’s needs, 
  opportunities, and threats. At first, establishing the collective 
  and getting the wheels in motion will be an adventure in and 
  of itself. From there, growth and expansion can drive both 
  conflicts with existing collectives and chances for the player 
  characters to venture out as scouts, pioneers, or 
  troubleshooters for the group.  
  Once they’ve made a name for themselves and their 
  collective, more serious and direct threats will appear – few 
  gains come without coming at someone else’s expense, and 
  even if the player character has tamed a new frontier or a 
  novel business venture, they’ll run into borders, competitors, 
  nobles seeking taxes or new toys, and NPCs from within the 
  collective hoping to drive the collective in new directions. 
  NPC-Driven Collectives 
  The player characters are bound to run into the agents or 
  interests of many collectives in their adventures. From a 
  kingdom in need of heroes to a thieves’ guild intent on 
  punishing the rogue who fled the gang, these collectives will 
  use more than just hordes of bandits and thugs to stop the 
  party and offer more than treasure to those who serve the 
  collective’s goals or interests. 
  Neutral Collectives. Most collectives won't feel strongly 
  one way or the other about the player characters. Guilds are 
  unlikely to offer discounts or resources to a potential rival. 
  Schools will have stringest entrance requirements or tuitions. 
  When player characters approach a collective, consider the 
  goals and needs of that collective against the approach and 
  reputation of the player characters. Neutral collectives are 
  unlikely to take any risks without proof of at least an equal 
  reward and are likely to require some tangible benefit before 
  offering any of their tools or resources to outsiders. 
  Allies. Collectives who already favor or respect the player 
  characters are likely to listen, but still hesitant to offer their 
  full support. Each collective has its own obligations and goals 
  that will occupy their available actions and resources. Keep 
  those in mind as the player characters come to them with 
  requests or demands. Asking an army to march into a rival 
  kingdom may go against their oaths, previous treaties, or 
  simply be too great a risk to consider. Allies will still require 
  proof, though may offer aid in the search for that proof. 
  Hostile Collectives. The first question to ask when a 
  collective comes into direct conflict with the party is why the 
  collective is willing to invest their efforts in such a manner. 
  The nature of the threat or opportunity will match the height 
  of the response. If the party steals from the local shops, a 
  kingdom might send a few guards after them. If they steal the 
  crown jewels? The response will be extreme and unending, 
  until the property is returned and the nation's pride is satisfied. 
  Once you know how invested a collective is in the downfall 
  of the player characters, consider the approach that collective 
  favors. A guild that's been short-changed by the party might 
  prefer to blacklist the players from any shop in town (using 
  Charisma checks and offers of support to other merchants), 
  but they'll need different tactics for traveling monster hunters. 
  One collective might turn to another, offering rewards in 
  exchange for the right tools to antagonize their enemy. This 
  creates new NPCs, opportunities, and vulnerabilities for the 
  party to exploit in their self-defense or pursuit of revenge. A 
  chance to turn these new enemes back onto the hostile 
  collective may be just the hook to drive heists, spying, or even 
  more traditional quests - a guild of assassins may have a rule 
  against harming those with the favor of their patron goddess. 
  Earning that favor presents its own challenges, risks, and 
  rewards. A good antagonist can create a cycle of ongoing, 
  escalating adventures until there's only one group standing. 
  Influence as Quest Rewards 
  As an alternative to gold and magic items, a DM might offer 
  the perks of a collective's influence as rewards for certain 
  quests. Perhaps the quest was undertaken for the collective's 
  direct benefit or its results benefit that collective's agenda. 
  Each collective class has its own unique benefits to offer. 
  Consider the level of the player character or the CR of the 
  greatest challenge the party has overcome as a guideline for 
  the influence points that a collective will be willing to spend. 
  
   
   
  Sample Collectives 
  23 
   
   
   
  Sample Collectives 
  Bloodwood Township 
  Small outland community and force (human), chaotic neutral 
  Armor Class 14 (Light structure, 100gp) 
  Hit Points 57 (8d10 +21) 
  Current Threat 2d6 
  Reach The town and the fringes of the Bloodwood forest 
  Symbol The heraldry of House Runhallen or the color scarlet 
    STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   16 (+3) 
  13 (+1) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  15 (+2) 
  Saving Throws Constitution +6, Wisdom +4 
  Skills Athletics +6, Nature +3, Perception +4, Survival +7 
  Tools carpenter's tools (expertise), woodworker's tools 
  Senses passive Insight 11, passive Perception 14 
  Languages Common, Elvish 
  Leader. Lord Edwin Runhallen, an oft-absent knight who hates 
  the township and everyone in it, keeping to his liege's city. 
  Level 8 (34,000 gp invested) 
  Influence. The Bloodwood Township has 8 influence points. 
  Expertise. Bloodwood specializes in Survival and carpentry. 
  Multiclass. The Township is also considered a Force (level 5) due 
  to its experienced militia. 
  Actions 
  Actions. The Direpeak Overlook can take up to two actions. 
  Muster Forces. Lord Runhallen may spend influence to gather up 
  to 3,500 xp in creatures as troops, none of which may exceed CR 
  3, at a total cost of 5 influence points. The militia, when roused, 
  includes 3 companies of a veteran, 1 scout, and 12 guards each.  
  Provide Shelter. Lord Runhallen may spend influence to provide 
  a certain quality of living for guests seeking hospitality or 
  sanctuary in the wild and dangerous Bloodwood forest. This 
  action and influence can be set aside, maintaining the benefit 
  until revoked. In return, Runhallen rolls with advantage on 
  Charisma checks to make reasonable requests compared to the 
  expense. Attempts to harm or interfere with his guests are rolled 
  at disadvantage within her reach, barring some explicit means to 
  bypass his militia, the township's defenses, or his "leadership".  
  Safe Passage. In additional to providing shelter, guests of the 
  township can move through its reach without risking 
  environment dangers (the violent flora and fauna of the 
  Bloodwood) and roll with advantage on Dexterity (Acrobatics), 
  Dexterity (Stealth), Strength (Athletics), or Wisdom (Survival) 
  checks while guided through the region and its dangers, so long 
  as instructions are heeded and the township's favor remains. 
  Goals 
  This small lumber town could be the source of a fortune in wood 
  and finished products if it were expertly managed. Instead? They 
  have Edwin Runhallen, who sends a single letter per month with 
  detailed, if often irrelevant, instructions. This is a community 
  constantly fighting to protect itself from beasts, fey, and other 
  terrible dangers, and is ripe for new leadership if Runhallen can 
  be replaced, removed, or persuaded to step up. 
  Direpeak Overlook 
  Medium sorcerous college and school (half-orc), lawful neutral 
  Armor Class 16 (Medium structure, 2,000 gp) 
  Hit Points 53 (5d6, 4d8 +18) 
  Current Threat 2d8 
  Reach The Direpeak Valley frontier. 
  Symbol A bleeding eye of a creature that varies by member 
    STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   14 (+2) 
  8(-1) 
  14 (+2) 
  17 (+3) 
  10 (+0) 
  15 (+2) 
  Saving Throws Constitution +6, Intelligence +7 
  Skills Arcana +7, Athletics +6, Perception +4, Intimidation +6, 
  Survival +4 
  Senses Darkvision 60ft., passive Insight 14, passive Perception 14 
  Languages Common, Orcish, Draconic 
  Leader. Vie Blood-Eye 
  Level 9 (53,000 gp invested) 
  Influence. The Direpeak Overlook has 9 influence points. 
  Expertise. The Overlook specializes in Arcana and Intimidation. 
  Multiclass. The Overlook is also an ascetic school (level 6) 
  School of Attainment. The Overlook drives its members to 
  exceed mundane limits. See the Ascetic School subclass feature. 
  Actions 
  Actions. The Direpeak Overlook can take up to three actions. 
  Arcane Support. Vie Blood-Eye can spend up to 9 point of 
  influence to support a local spellcaster for a week’s worth of 
  effort, who will in turn cast a single helpful spell or provide a 
  magical service in return. Material costs must be paid for by the 
  Overlook. If she wishes, she can set aside the action and 
  influence until an ideal time to call in the favor. 
  Exclusive Membership. Vie Blood-Eye can expend up to 9 points 
  of influence to call in favors from the strange alumni, allies, and 
  vanquished monsters of the Overlook. After a week-long action 
  is complete, a spellcaster or an intelligent magical creature with 
  a CR no higher than the influence points expended will provide 
  knowledge or perform a single task for the collective’s benefit. 
  They won’t go into battle, unless manipulated. The Overlook 
  prefers the support of dragons and giants. Vie may treat this 
  favor as a contact other plane spell for 5 influence points. 
  Focused Training. Vie can spent up to 6 influence points to 
  reduce the workweeks required for the Training downtime 
  action by half for a single pupil per point. However, the pupil 
  gains and retains a level of exhaustion until they complete a long 
  rest once the training is complete. A second point of influence 
  per pupil eliminates this penalty. For 5 points of influence, a 
  student may train in one of the Overlook's skill proficiencies. 
   The training cost per student is multiplied by 1 + influence 
  points expended. 
  Goals 
  The Blood-Eye family  believes in power that transcends one's 
  origins. While the Overlook's primary focus is finding sorcerous 
  origins to exploit for its clan-kin, it accepts any who strive to 
  improve themselves  through rigorous training and effort. 
  
   
  24  
  Sample Collectives 
   
   
   
  The Entwined Order 
  Tiny wizard’s college (tiefling), chaotic good 
  Armor Class 13 
  Hit Points 14 (3d6) 
  Current Threat 1d10 
  Reach The City Slums 
  Symbol Three red hands, clasped at the wrist. 
    STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   8 (-1) 
  12(+1) 
  10 (+0) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  Saving Throws Intelligence +5, Wisdom +3 
  Skills Arcana +5, Deception +5, History +5, Insight +3, Stealth +3  
  Senses Darkvision 60ft., passive Insight 13, passive Perception 11 
  Languages Common, Infernal 
  Leaders. Succinct (Intelligence, Charisma), Abrupt (Strength, 
  Dexterity), and Clive (Constitution, Wisdom) 
  Level 3 (900 gp invested) 
  Influence. The Entwined Order has 3 influence points. 
  Library of Lore. Those with access to the Order’s secret closet of 
  (stolen) tomes roll with advantage on Intelligence checks for the 
  Research downtime action. Gold costs to support that research 
  are halved. Succinct can also spend up to 3 influence points to 
  acquire a 2nd-level wizard spell scroll with a 1-week long action. 
  Actions 
  Arcane Support. Succinct can spend up to 3 point of influence to 
  support a local spellcaster for a week’s worth of effort, who will 
  in turn cast a single helpful spell or provide a magical service in 
  return. Material costs must be paid for by The Entwined Order. If 
  she wishes, she can set aside the action and influence until an 
  ideal time to call in the favor. 
  Goals 
  Succinct, her sister Abrupt, and their patient lover Clive are tired 
  of being at the bottom of the world and in the gutters of the city. 
  They’ve pooled their criminal assets together to create a small 
  nook with big ambitions - to create an esteemed, open-minded 
  college of the arcane arts right in the heart of the city. Ivory 
  towers are lovely, but people know where to look for those. The 
  Entwined Order will find and hoard secrets no one ever thought 
  to look for - and if they do it right? No one will even know 
  they’re there, until they'll have no choice but to fear them. 
  The Fangs of Yeenoghu 
  Small infernal cult (gnoll) and force, chaotic evil 
  Armor Class 14 (Light structure, 100gp) 
  Hit Points  (6d6) 
  Current Threat 2d10 
  Reach The infested mines that dug down into a disturbing ruin 
  Symbol Bloody scratches that almost form a horrible face 
    STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   13 (+1) 
  15 (+2) 
  12 (+1) 
  8 (-1) 
  10 (+0) 
  14 (+2) 
  Saving Throws Dexterity +5, Constitution +4 
  Skills Perception +3, Intimidation +5, Religion +2, Stealth +5, 
  Survival +3 
  Senses Darkvision 60ft., passive Insight 10, passive Perception 13 
  Languages Gnoll, Infernal 
  Leaders. The fangs of Yeenoghu leading several packs of gnolls 
  Level 6 (15,000 gp worth of pillage and sacrifices invested) 
  Influence. The Fangs of Yeenoghu have 6 influence points. 
  Multiclass. The Fangs of Yeenoghu also control a force (level 3). 
  Actions 
  Actions. The Fangs of Yeenoghu can take up to two actions. 
  Conjured Minons. The fangs may draw upon either demons as 
  well as other non-devil fiends, to do the collective’s bidding. 
  They may expend uo to 6 points of influence, gaining one or 
  more fiendish creatures with a collective CR equal to the 
  influence points expended. They are bound to the fangs' loyal 
  service for 1 week, after which they are free to do as they will for 
  1 week before departing - the fangs would never dream of 
  banishing them 'safely'. These points may be set aside, reducing 
  the maximum influence of the collective to control and maintain 
  the bindings on these fiends 
  Eldritich Insight. The fangs may spend influence points to gain 
  valuable information from the demonic servants of Yeenoghu. 
  Based on the collective’s level, the leader may request a boon by 
  investing a certain number of influence points, representing 
  favors performed to appease their masters. Performing these 
  tasks takes up an action for a number of days equal to the points 
  of influence spent, after which the boon is granted. They gain 
  the benefits of an identify spell for 1 point, an augury spell for 2 
  points, and clairvoyance for 3 influence points. 
  Muster Forces. The fangs may spend influence to gather up to 
  1,200 xp in creatures as troops, none of which may exceed CR 3, 
  at a total cost of 3  influence points. The fangs send a raiding 
  party that includes 1 gnoll pack lord, 7 gnolls, and a few hyenas. 
  Goals 
  The Fangs of Yeenoghu are maddened by an unnatural hunger, 
  but that isn't the same thing as being completely mindless. 
  Through blood sacrifice of intelligent creatures  in a torturous 
  feast, the fangs are granted visions of insight into the defenses 
  and weaknesses of  nearby villages and trade routes. 
  
   
   
  Sample Collectives 
  25 
   
   
   
  A Guild of Gentle Associates 
  Medium criminal guild (drow elf) and force, chaotic evil 
  Armor Class 16 (Light stucture, safehouses - 500 gp) 
  Hit Points 54 (12d8) 
  Current Threat 3d8 
  Reach The elites of an Underdark city and its surface sister-city 
  Symbol A single lily flower left upon the dead 
    STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   10 (+0) 
  17 (+3) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  Saving Throws Dexterity +7, Wisdom +5 
  Skills Deception +11, History +6, Insight +5, Perception +5, 
  Persuasion +8, Stealth +11 
  Tools thieves' tools, poisoner's kit, (expertise), disguise kit 
  (expertise) 
  Senses Darkvision 120ft, passive Insight 11, passive Perception 
  15 
  Languages Common, Elvish, Undercommon 
  Leaders. Venzir and Ranazir Ar'Enleth, twin drow courtesans 
  Level 12 (100,000 gp invested) 
  Influence. The Gentle Associates have 12 influence points. 
  A Team, A Plan, A Score. The twins can spend influence points to 
  create Planning Dice each day, up to 12d6. Those pursuing the 
  stated plan can expend and roll one of these d6s and add the 
  result to an ability check, attack roll, or saving throw related to 
  pursuing the plan or evading anticipated pursuers. Only one die 
  may be spent per roll, and must be spent after the roll, but 
  before the result is declared. 
  Expertise. The guild specializes in Deception, Stealth, poisoner's 
  kits, and disguise kits 
  Multiclass. The Associates are also an elite force (level 11). 
  Skilled. The League has invested in additional proficiencies. 
  Actions 
  Actions. The Gentle Associates can take up to three actions. 
  Muster Forces. The Gentle Associates may spend influence to 
  gather up to 11,500 xp in creatures as troops, none of which may 
  exceed CR 3, at a total cost of 3  influence points. This is never 
  their own forces - instead, many local nobles owe favors to the 
  twins, and know better than to defy their request for troops. 
  Deploy Specialists. When paid or slightly insulted, the Associates 
  will send an operative or duo to personally visit - a of no more 
  than six creatures, at least 1 of which must be at least CR 1. Two 
  assassins, with whatever odd allies or pets they require, are sent. 
  Support Endeavors. The twins can spend up to 12 influence 
  points to provide up to 12 favored workers a lifestyle of 
  sufficient quality to grant the inspiration, so long as their work is 
  to the twins' benefit. Favored assassins owe them their lifestyles. 
  Goals 
  The Ar'Enleth sisters are a total cypher - rumored to have come 
  from nothing, they now boast wealth and power with few rivals. 
  Content to be monarchs in the shadows, they take lovers and 
  clients with equal gusto - and with a lack of mercy to match. 
  A League of Honest Fellows 
  Medium criminal and mercantile guild (cosmopolitan), lawful neutral 
  Armor Class 16 (Medium Structure, 2000gp) 
  Hit Points 53 (4d6, 5d8, 1d10) 
  Current Threat 1d6 
  Reach The Western Way and cities along that trade route 
  Symbol A mask with an awkwardly friendly smile, eyepatch 
  painted over a winking eye 
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   12 (+0) 
  14 (+2) 
  10 (+0) 
  18 (+4) 
  14 (+2)  
  16 (+3) 
  Saving Throws Wisdom +6, Charisma +7 
  Skills Deception +11, Insight +10, Intimidation +7, Perception +6, 
  Persuasion +7, Sleight of Hand +10, Stealth +6 
  Tools Land Vehicles, Thieves’ tools 
  Senses passive Insight 20, passive Perception 16 
  Languages Common, Halfling 
  Leaders The mysterious Boss (Intelligence, Charisma), a small 
  council of NPC advisors for the rest. 
  Level 11 (95,000 gp invested) 
  Influence. The Entwined Order has 11 influence points. 
  A Team, A Plan, A Score. The Boss can spend influence points to 
  create a Planning Die each day, up to 11d6. Those pursuing the 
  stated plan can expend and roll one of these d6s and add the 
  result to an ability check, attack roll, or saving throw related to 
  pursuing the plan or evading anticipated pursuers. Only one die 
  may be spent per roll, and must be spent after the roll, but 
  before the result is declared. 
  Expertise. The league specializes in Deception, Insight, Sleight of 
  Hand, and Thieves’ Tools. 
  Lucrative Venture. When engaging in the Commerce downtime 
  action, the League can exchange points of influence for 25gp 
  worth of goods, leads, or tips, up to half of the total investment 
  for the action. Losses come from these expended influence 
  points before any hard currency or trade goods. 
  Actions 
  Actions. The League of Honest Fellows can take three actions. 
  Support Endeavors. The Boss can spend up to 11 influence 
  points to provide up to 11 favored workers a lifestyle of 
  sufficient quality to grant the inspiration, so long as their work is 
  to the guild’s benefit. 
  Goals 
  The League of Honest Fellows used to be a deadly joke. They 
  robbed and scammed their way into considerable wealth and 
  found themselves with a dilemma - scores that suited their 
  ambitions were terrifying and terrible, and they were simple folk 
  at heart. So... they made a decision. To go honest. Honestly! Ever 
  since, they’ve supplemented honest trade with their unique set 
  of problem-solving skills. And who is this mysterious Boss? Well, 
  a girl needs her secrets, and a hat of disguise can go a long way... 
  
   
  26  
  Sample Collectives 
   
   
   
  A Legion of the Dead 
  Medium invasive and elite force (cosmopolitan), neutral evil 
  Armor Class 13 
  Hit Points 52 (9d6 +27) 
  Current Threat 2d10 
  Reach A city laid low by a magical plague and all of its neighbors. 
  Symbol Only the horrors that they leave behind. 
    STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   16 (+3) 
  13 (+1) 
  15 (+2) 
  11 (+0) 
  13 (+1) 
  16 (+3) 
  Saving Throws Strength +7, Constitution +6 
  Skills Athletics +7, Acrobatics +5, Intimidation +11, Perception 
  +4, Stealth +9 
  Senses Darkvision 60ft., passive Insight 10, passive Perception 14 
  Languages Languages known in life for any intelligent undead 
  Leaders. Unknown, at least not yet… 
  Level 9 (50,000 gp worth of damages and lost production so far) 
  Influence. The legion of the dead has 9 influence points. 
  Expertise. The dead specialize in Intimidation and Stealth, 
  appearing in unexpected places and vanishing as quickly with 
  increased numbers and a trail of ghost towns in their wake. 
  Loyalty. The dead are faithful servants, increasing the legion's 
  maximum hit points. 
  Actions 
  Actions. The legion of the dead can take up to three actions. 
  Muster Forces. The compelling force for the dead may spend 
  influence to gather up to 7,500 xp in creatures as troops, none of 
  which may exceed CR 3, at a total cost of 9 influence points. If 
  faced with a military response, a mass of as many as 150 undead 
  creatures will rise to meet them - split roughly in hallf among 
  zombies, skeletons, and the occasional wight to command them. 
  Deploy Specialists. When faced with successful adventurers, the 
  compelling force sends one of its greater servants - a group of 
  intelligent undead of no more than six creatures, at least 1 of 
  which must be at least CR 1. One unlucky band of would-be 
  saviors ran afoul of three wights with their 'victims' - three 
  vampire spawn, waiting for them in a cunning, deadly trap. 
  Goals 
  Beyond killing and expanding their numbers, the goals of this 
  afflicted horde are unknown. A necromancer, undead master, 
  servants of dark gods, or even worse villains may be 
  responsible. 
   
  A Temple of Lathander 
  Small sacral faith (cosmopolitan), neutral good 
  Armor Class 16 (Medium structure, 250 gp) 
  Hit Points 33 (5d8 +10) 
  Current Threat 2d8 
  Reach A local community and surrounding farms. 
  Symbol A road traveling into sunrise. 
    STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  16 (+3) 
  Saving Throws Wisdom +6, Charisma +6 
  Skills Athletics +5, History +4, Insight +6, Nature +4, Religion +6 
  Senses passive Insight 16, passive Perception 13 
  Languages Common, Halfling 
  Leaders. A local priestess and priest of Lathander 
  Level 5 (10,000 gp invested) 
  Influence. The temple has 5 influence points. 
  Holy Ground. All temple buildings and surrounding grounds 
  benefit from the effects of a hallow spell, with up to two extra 
  effects. In addition, the influence cost of several spells is reduced 
  by 1 influence point, calculated below. The priests may now 
  channel these miracles through a willing sacrifice or affirming 
  deed to Lathander by a member in good standing in their reach, 
  casting the effect centered on the sacrificial sacrament or actor. 
  Provide Miracles. The temple may spend up to 5 influence 
  points to provide divine services to the people. Performing these 
  tasks takes up an action for a number of days equal to the points 
  of influence spent, though the miracle may be granted before or 
  after the service is performed. No further miracles will occur 
  until any owed services are rendered. Miracles must be 
  performed within the collective’s reach, at a temple, shrine, or 
  monument dedicated to the faith’s patron. A holy symbol may 
  be used at twice the influence cost. 
   This miracle is treated as if cast by a 5th-level cleric (Spell attack 
  +5, Save DC 14), with the highest-level spell slot they’d have 
  available. Rolled values apply their maximum benefit. Any 
  material component costs must be paid for either a supplicant or 
  the temple before the spell is cast. A miracle may be held in 
  abeyance until needed, setting aside the influence and action.  
  • At will: ceremony, cure wounds,  
  • 1 point: aid, burning hands, create or destroy water, faerie 
  fire, gentle repose,  lesser restoration, prayer of healing 
  • 2 points: continual flame, flaming sphere, locate object*, mass 
  healing word, remove curse, revivify, scorching ray, zone of 
  truth 
  • 3 points: create food and water, daylight, dispel magic, 
  fireball, glyph of warding, magic circle, life transference, 
  sending, speak with dead 
  Actions 
  Actions. The temple of Lathander can take up to two actions. 
  Goals 
  The local temple focuses its efforts on the health, well-being, 
  and fitness of its faithful and the maintenance of its graveyards. 
  
   
   
  Sample Collectives 
  27 
   
   
   
  The Opal Court of Illimited Depths 
  Huge agricultural outland community (cosmopolitan), neutral evil 
  Armor Class 18 (Heavy Structure, 100,000 gp) 
  Hit Points 140  (17d10) 
  Current Threat 1d6 
  Reach The Sea of the Galastaire material plane 
  Symbol An ornate fan, soft blue silk framed by the long, thin 
  bone 
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA  
   13 (+1) 
  15 (+2) 
  15 (+2) 
  10 (+0) 
  8 (-1)  
  22 (+6) 
  Saving Throws Constitution , Charisma 
  Skills Athletics +7, Acrobatics +8, Deception +18, Insight +5, 
  Intimidation +18, Investigation +6, Persuasion +18, 
  Performance +18 
  Tools Sea Vehicles 
  Senses passive Insight 15, passive Perception 9 
  Languages Common, Elvish, Aquan 
  Leaders The Esteemed Queen (Constitution) and 
  Consort(Charisma), various courtiers 
  Level 17 (250,000gp invested) 
  Influence. The Court has 17 influence points 
  Expertise. The Court specializes in Deception, Intimidation, 
  Performance, and Persuasion. 
  Multiclass. While an agricultural and outland community, the 
  Court employs an elite force (level 14). 
  Skilled. The Court has invested in additional proficiencies. 
  To the Common Good. Reduce the influence cost to Provide 
  Shelter by 15 points. 
  Transcend Leadership. The court’s ability scores are no longer 
  limited by those of its leaders. 
  Actions 
  Actions. The League of Honest Fellows can take five actions. 
  Muster Forces. The Queen may spend influence to gather up to 
  15,000xp in creatures  as troops, none of which may exceed CR 
  3, at a total cost of 14  influence points. A full field force tends to 
  include 10 raiding parties of a sea elf knight, a sea elf priest, 2 
  merrow, and 14 merfolk each.  
  Deploy Specialists. Rather than large hunting parties, the Queen 
  prefers to send a small tactical team of no more than six 
  creatures, at least 1 of which must be CR 1. In one particular fit 
  of pique, she once sent an adult black dragon and five elven 
  knights to storm a rival’s palace. 
  Provide Shelter. The Queen may spend influence to provide a 
  certain quality of living for guests seeking hospitality or 
  sanctuary. This action and influence can be set aside, 
  maintaining the benefit until revoked. In return, the Queen rolls 
  with advantage on Charisma checks to make reasonable 
  requests compared to the expense. Attempts to harm or 
  interfere with her guests are rolled at disadvantage within her 
  reach, barring some explicit means to bypass her many guards, 
  spies, and other means of surveillance. At present, due to  
   
  To the Common Good, she can (and often does) provide shelter 
  for 2000 guests at aristocratic lifestyles for a single action with 
  no influence cost. Her nobility is entirely under her thumb. 
  Safe Passage. In additional to providing shelter, guests of the 
  Court can move through its reach without risking environment 
  dangers (the chilly, crushing bottom of the Sea) and roll with 
  advantage on Dexterity (Acrobatics), Dexterity (Stealth), Strength 
  (Athletics), or Wisdom (Survival) checks while guided through 
  the region and its potential dangers, so long as instructions are 
  heeded and her favor remains. 
  Goals 
  Ideal. "Everyone on or under the sea is our rightful domain." 
  Bond. "The denizens of the Feywild are the only worthy allies." 
  Flaw. "Affairs beyond our borders are of no interest until they've 
  already caused us problems." 
  Trait. "Those with entertaining features or skills are prized as 
  guests or prisoners.", "Without opulent displays, you have no 
  real power." 
  Reigning as one, the current Queen of the Depths and her latest 
  “mortal” consort have no clear goals or ambitions beyond 
  savoring the luxury of their palace while the slow rain of fallen 
  navies, pirates, and heroes further enrich her timeless lands. 
  From time to time, the Queen will deign to attempt diplomacy, 
  but prefers to foster noble children as hostages from the families 
  of her enemies - to raise them with ‘proper etiquette’ and total 
  loyalty by the time they return to their since-conquered homes. 
  
   
  28  
  Optional Rule: Collectives and Conditions 
   
   
   
  Optional Rule: Collectives 
  and Conditions 
  To add an extra layer of complication and interactive action, 
  consider applying conditions in cases where damage to 
  stability isn't the goal or right fit to the context of your story. 
  Blinded/Deafened 
  Inflicted by adverse weather, total darkness, lost/destroyed 
  scouts. This can often be resisted with a Constitution or 
  Wisdom saving throw, depending on the cause. 
  Charmed 
  Inflicted by blackmail or excessive support. A collective 
  benefiting from the Support action can be targeted with an 
  Apply Influence, requiring a Charisma saving throw. 
  Exhaustion 
  For every week that a collective runs at 0 influence after the 
  first, the collective must make a DC 15 Constitution saving 
  throw, or higher if circumstances are stressful or supplies are 
  lacking. For each failure, the collective gains a level of 
  exhaustion. Environmental extremes, plagues, and effects that 
  weary and wither the populace may inflict new levels of 
  exhaustion. Each long rest recovers one level of exhaustion. 
  Collective Exhaustion 
  Level 
  Effect 
  1 
  Disadvantage on ability checks 
  2 
  Reach reduced as if one Size lower 
  3 
  Disadvantage on attack rolls and saving throws 
  4 
  Hit point and influence maximum halved 
  5 
  Reach reduced to collective's own borders 
  6 
  Collapse, from mass death or revolution 
  Frightened 
  Inflicted by military routes, surprise attacks, or unnatural 
  enemies. An Apply Influence action can be made, requiring a 
  Wisdom saving throw after a successful Stealth or 
  Intimidation check vs Perception or Insight, respectively. 
  Grappled 
  A grappled collective may only apply its influence to resist, 
  escape, defy, or satisfy the attacking collective. Collectives 
  use the same grappling rules but may substitute Charisma 
  (Deception or Intimidation) to represent political 
  outmaneuvering for attacking or defending against a grapple. 
  Incapacitated 
  A collective that has no access to or is unresponsive to its 
  leaders is incapacitated. 
  Invisible 
  A collective that cannot be proven to exist, or whose methods 
  remain a mystery to the world at large, is considered invisible.  
  Paralyzed 
  For a collective to be paralyzed, it must be left without 
  leadership or any effective means to respond to the influence 
  or aggression of others. Common reasons include betrayals or 
  the corruption of a collective's leaders. A collective is treated 
  as paralyzed during a crisis of leadership to any collective 
  aware of the internal chaos. 
  Petrified 
  A collective somehow bound into stasis or trapped outside of 
  time or planes where such factors matter might be considered 
  'petrified'. Taking advantage of this state is either very easy or 
  impossible, depending on your goal. 
  Poisoned 
  A collective where a significant minority or more of its 
  members are afflicted by toxins or diseases is poisoned. 
  Prone 
  A collective that has retreated entirely from interactions is 
  prone. Most collective actions have disadvantage, but rival 
  plans to outmaneuver or attack the collective have advantage. 
  Restrained 
  If a collective's leadership is limited in its choices by leverage 
  - hostages, fighting a loved one, moral limits, or other factors, 
  the collective is restrained in its ability to react to a challenge. 
  Stunned 
  Natural disasters, temporary loss of access to leaders due to 
  illness, disappearance, or misadventure, and any other sudden 
  change in the status quo can leave a collective stunned. If in 
  doubt, a Constitution saving throw may be called for. 
  Unconscious 
  If a collective not only lacks effective leadership, but also 
  decides to disengage from politics at large, the collective is 
  considered unconscious - unable to reach out, perceive 
  threats, or take any effective action. All current actions fail 
  and must be abandoned, and new actions cannot be taken. 
  
   
   
  Coming Soon… 
  29 
   
   
   
  Coming Soon…  
   
  A Dream of Galastaire, a unique campaign setting for Dungeons and Dragons! 
   
  Explore a demiplane of narrative reality with three new optional classes, dozens of 
  new abilities for characters, races, backgrounds, magic items, spells, and more! 
   
  Break down your character's heroic origins by blood and culture, expanding away 
  from a narrow view of race! Customize your character with regional boons as you 
  advance! Explore the conflict between a declining empire, the rise of Elvenkind, and 
  the countless deadly mysteries in the corners of the Dream! 
   
  In the dream of the Muses, those at the margins are remembered as kings and those 
  who buck the trends have the chance to change their destinies… 
   
  Will your dreams come true? Follow me on Twitter @SJPaladin_Hawk 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Creating Collectives.pdf