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A Super Simple System for Contacts in D&D 5E (or nearly any other game)

A fantasy character stands in their shop with a glowing vial that seems like it has trapped a soul.

The last week or so I’ve been building out options in my Sharn-based Eberron game. With many of the characters having intrigue-based backgrounds or connections to organizations, I’ve been continuously picking at how to make their “contacts” feel meaningful and have some mechanical advantage. When we were doing the game with 3.5 (to expose some new players to how things use to be) we had a contacts system based on ranks in a contacts skill, but in newer versions of D&D that wasn’t a perfect fit. I looked up various options, picked apart what other games did, and finally built what I feel is a very nice, simple system to develop permanent contacts in 5e.

What Exactly do you consider a “Contact”?

In 5e downtime options, the carousing path lets you gain nebulous favors from various people you have connected with. They are treated as a person or organization you could gain information or help from. That has been my model for contacts, but with much more of a Shadowrun style vibe. The contacts I am describing are permanent or semi-permanent NPCs who each character has a relationship with and can drop in for advice, information, or a favor as needed. A temporary contact or NPC would just function like an NPC, but a “Contact” is someone with a deep connection. They are almost always there and willing to help so long as the characters are connected to them or haven’t done something to piss them off.

Simple Contacts System for D&D 5e

Contact Roles

Here are a few contacts Roles that I’ve defined, but creating a new one is quite easy and merely needs to fit the paradigms of your game.  Where there are parentheses, that means to define a specific area the contact is proficient in. Some roles may require multiple contact slots, or you can use multiple contact slots to give one contact multiple areas of proficiency.

*Higher level. Costs 2 points of contacts and may be limited to characters reaching certain levels.
** Much Higher Level. Costs 3 points of contacts.

Example Contacts and Format

Putting it All Together & Porting It

With this simple setup in place, defining contacts becomes easy throughout the game and provides a stronger connection for characters and players to the world. A player could take an authority contact and could call upon them when they are stopped by the local guards during a stealth-based mission. That authority may bail them out, but require a favor in return. The players may have to fulfill a mission for them or do something in line with their Likes... attribute to keep in favor with them. As characters level up or meet NPCs they want to “adopt” into their circles, one player can define them as a contact and be able to call upon them during their adventures.

All in all the simple contacts system here allows you to add a little mechanical definition and structure to some NPCs as well as linking them to specific characters. The whole party may know Kessler, but it’s Emil who takes them out to drink in order to keep the connection affirmed. With these small definitions and mechanical (or narratively structured) benefits, there is a hook for the Gamemaster to grab onto when someone says they want to research or investigate something.  A contact may also call upon the characters to help with something. Need a good reason for them to have a hook into a particular adventure? Maybe The Butlers get wind of a new drug dealing operation and want the PCs to take it out. In return, they’ll be more indebted to the PCs when they want some help with a future mission.

One of the beautiful things about the simplicity of this system is that it is easy to port to multiple different systems. Find whatever charisma / social type score is available or determine a similar score that represents how connected a character may be. For point-buy systems you can easily add it as an option a character could purchase or a benefit all characters have. Tweak a few of the mechanical benefits (Knowledge role contacts don’t give advantage, they give +2 or reroll once, etc.) to fit the system and the rest can remain in place because it is primarily a narrative hook.

Often when you give just a little mechanical structure to a narrative element, it becomes easier to engage with and more relevant to the players and the game. Feel free to use this simple contacts system in your game and if you have any additional ideas or ways to use it / expand it, I’d love to hear about them in the comments.