Group Patrons - Tasha's Cauldron of Everything

Group Patrons. Each adventuring group is bound together by the quests it embarks on and by the dangers its members face together. This chapter offers another way to bind your party together: a group patron. These patrons provide a strong binding element: an individual or an organization that unites a party as a team in service to a greater purpose. A group patron can help set the tone of your party's entire campaign. For example, a group whose patron is an academic institution is likely to have a very different story from a group that serves a military. A patron can influence characters' relationships, their backstories, and the types of dangers they face. During character creation, every player has the opportunity to weave connections between their character and the other members of their party. Rather than (or in addition to) creating a web of established relationships, players can work with the DM to choose a group patron. And if you're interested in being your own patron, see the "Being Your Own Patron" section at the end of the chapter. A group of wizards pledges themselves to their patron, Tasha, the Witch Queen How Patrons Work The following sections present several group patron options. The description of each patron provides an overview of the types of organizations the group patron represents, perks of membership, and quests the patron encourages adventurers to undertake. With the input of your DM, you can customize these patrons to reflect specific establishments in your campaign world or to serve as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers' Guild in Eberron, or a homebrew league of caravan guards. Or perhaps a criminal syndicate, military force, or other category of patron better fits the party's goals. Choose and customize the group patron that works best for your party and the types of adventures you want t...