Mindphlayers & Metaphysicians

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Mindphlayers & Metaphysicians Mindphlayers & Metaphysicians Create philosophical characters and adventures with this supplement for the world’s greatest roleplaying game 2nd Edition Sample file 1 Credits Contents Design: Ricardo Peraça Cavassane (with contribu- I. What is Philosophy? ......................................... 3 tions from Lilian Cristiane da Silva on concepts of Why Philosophy? ................................................... 4 magic items). The Areas of Philosophy ........................................ 4 Layout and Cover: Ricardo Peraça Cavassane. II. Philosophers ................................................... 5 Adventuring Philosophers ...................................... 5 Cover Illustration: Publisher’s Choice Quality Stock Races .................................................................... 6 Art © Rick Hershey / Fat Goblin Games; Wizards of Classes ................................................................ 12 the Coast. Personality & Backgrounds .................................. 14 Skills & Feats ...................................................... 17 Interior Illustrations: Wizards of the Coast. Factions & Patrons .............................................. 18 III. Philosophizing ............................................. 19 Resources The Problems of Philosophy ................................. 19 The Applications of Philosophy ............................ 20 Creature Catalogue by Graeme Morris, Phil Gallagh- er, and Jim Bambra; Lords of Madness: The Book of IV. Magic & Philosophy ..................................... 23 Aberrations by Richard Baker, James Jacobs, and Steve The Schools of Magic ........................................... 23 Winter; Monster Manual II by Rich Burlew, Eric Cagle, Spells .................................................................. 23 Jesse Decker, Andrew J. Finch, Gwendolyn F. M. Kes- Magic Items ........................................................ 24 trel, Rich Redman, Matthew Sernett, Chris Thomas- son, and P. Nathan Toomey; Monster Manual III by Ed V. Other Philosophers ........................................ 27 Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Monstrous Philosophers ....................................... 27 Steve Winter; Player’s Handbook 3: Psionic, Divine and Non-player Philosophers ...................................... 39 Primal Heroes by Mike Mearls, Bruce R. Cordell, and The Enemies of Philosophy .................................. 41 Robert J. Schwalb; Spelljammer Appendix: Monstrous Compendium by David “Zeb” Cook, Steve Winter, and VI. Philosophy in Theros ................................... 44 Jon Pickens. Subjects & Problems ............................................ 44 Meletian Philosophers ......................................... 44 Setessan Philosophers .......................................... 47 Akroan Philosophers ............................................ 47 Other Theran Philosophers ................................... 47 Theran Philosophers’ Stats .................................. 48 Index ................................................................. 50 Sample file On the Cover A halfling sage tries to decipher a script engraved on a medallion. 2 indphlayers & Metaphysicians I. What is Philosophy? is a guide for adventures using the fifth edition of Dungeons & Dragons In the context of M&M, philosophy means the me- in which the player characters ex- thodical, continued and undogmatic thought on very Mplore ruins of ancient civilizations, sneak into secret important matters, like what is the nature of reality, libraries of powerful empires and even enter portals what makes an action good and what is the source of to other planes of existence, seeking not (only) power magic. Philosophy is not necessarily opposed to reli- and wealth, but (also) knowledge and wisdom. gion and other traditions, insofar as they accept the M&M presents ideas for players and DMs who scrutiny of philosophers on their doctrines. want to center their adventures on the search for The main enemies of philosophy are, therefore, philosophical knowledge and the consequences of dogmatic and dishonest thought, or no thought at such findings for themselves and for the world around all. Philosophers must question – or at least suspend them, or who just want to add a philosophical touch belief on – everything that is deemed certain, in to characters’ goals and motivations. The goal of order to establish a firmer knowledge or, when they M&M is to do so with a minimum of new rules and believe such knowledge is not possible, in order to features, using mostly what has so far been presented enable thought and action to proceed unhindered by as official content. dogmas. Those who do not want people to form their When anything from a non-core book (Players own opinions or who want people to believe blindly in Handbook, Monster Manual, and Dungeon Master’s certain ideas see philosophers as enemies more haz- Guide) is cited, its source is indicated as follows: ardous to their position than plagues, monsters and armies, for philosophy can clear the minds and hearts EEPC • Elemental Evil Player’s Companion of men and women of lies and coercion. ERF • Expanded Racial Feats Political revolution and personal freedom are not MToF • Mordenkainen’s Tome of Foes always the goals of the philosophers: many of them MOoT • Mythic Odysseys of Theros “only” want to apprehend the rules that bind reality SCAG • Sword Coast Adventurer’s Guide or to understand how can mortals manifest magical TCoE • Tasha’s Cauldron of Everything powers which supposedly come from the gods them- TTP • The Tortle Package selves; also, many of them are not idealized free-spir- ToA • Tomb of Annihilation its, but rather scholars of ancient traditions or pious VGtM • Volo’s Guide to Monsters worshippers of the gods whose philosophical works XGtE • Xanathar’s Guide to Everything consist in shedding light on the meaning of sacred texts or discussing in depth minor details of religious At first, adventures dealing with such themes may doctrines. However, even the most theoretical endeav- seem too far-fetched and inappropriate to the fantas- ours of philosophy may have important consequences tic and heroic tone of D&D. However, we will try to for established powers, and some may feel threatened show how the quest for ideas of M&M can add a lot just by the idea that their lifework (be it philosophi- to your usual D&D campaign – especially if it is set cal or not) may be contradicted – and for that reason, in the world of Theros. many times the deadliest enemy of a philosopher is another philosopher. Ricardo Peraça Cavassane That said, it is important to note that some philos- (Philosophy Master specialized in Wittgenstein and ophers will do whatever necessary to put their hands Dungeon Master specialized in Wights n’ Stirges) on a rare book, or to make sure their own book gets published – and not that piece of rubbish written by their stupid rival –, or even just to look like they won an argument. The skills of a philosopher can also be employed for evil purposes, as well: the knowledge of the many forms of arguments and fallacies, for exam- ple, can be used as a rhetorical device to deceive and manipulate; the theories and arguments of philoso- phers may be used to corroborate the acts and poli- Samplecies of vile tyrants; and the wisdomfile that comes with philosophy may be used not to spread self-confidence and enlightened optimism, but hopelessness, distrust and despair. So, as everything else in the worlds of D&D, philosophy comes in all alignments. 3 Why Philosophy? The Areas of Philosophy Philosophy may be introduced in D&D via M&M in In the context of the fantastic worlds of D&D, phi- many ways – and for many reasons. losophy may be pursued not only for the personal The first and simplest one is as a motivator for the wisdom it brings, but also for the applications of the actions of PCs and NPCs: player characters, for exam- knowledge it brings. In M&M, philosophy is divided ple, may seek adventure in order to find the meaning in the following areas: of life, in order to solve an ancient enigma concerning a prophecy, or in order to better understand magic, • Aesthetics & Philosophy of Arts. The study of the nature or religion. In this form, philosophy may con- beautiful or sublime character of a natural, artistic or sist merely in a role-playing device, and the reason for even magical object may be useful for artists of many its inclusion is the enrichment of character back- sorts. grounds and motivations. • Epistemology & Philosophy of Sciences. The study The second one is as the centerpiece of the main of the rules of scientific knowledge, whether they conflict of an adventure: a sage might hire the PCs concern ancient alchemy, clockwork engineering or to find a long-lost philosophical tome whose con- aberrant biology, may be useful for scientists and tent will prove to be politically dangerous; a villain artisans of many sorts. wants to spread her nihilistic philosophy in order to • Ethics & Philosophy of Politics. The study of good, please an evil god; or a conflict between two parties evil, law and chaos, as well as of the structures of the defending opposite ethical positions threatens to many forms of government, may be useful for those cause a civil war. In this form, philosophy enters the who want to lead – or not to be leaded. game properly: PCs may be required to make checks • Logic & Philosophy of Languages. The study of to decipher and understand philosophical texts, for
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