Hello folks! I have already begun one campaign in PbP set in my homebrew world of Inustwaith, but I've deiced I'd like to have another one going at the same time, the idea being that eventually the different parties meet up for an epic climax. Inustwaith is an epic-fantasy world with six regions:
In the center of the world both literally and figuratively is the White City, by far the largest settlement in Inustwaith. Built upon an ancient reservoir of Primordial magic, any number of cultures can be found intermingling here. Its strange magic also occasionally causes it to draw people from other worlds of the material plane at random, giving it a Sigil-like quality. (Any)
To its north is, well, the North. An incredibly vast wilderness of icy desolation, an ancient dwarven empire built into the Rime’s Ember mountains fights a brutal war against roving giants while numerous fey, beasts, and barbarian clans try to avoid collateral. (Barbarian, Fighter, Ranger)
To the White City’s east is the great forest of 森の家 (Mori Noya). Elves use crystals from gem dragons to give themselves psionic powers and fuel incredible magics, while searching the gloomy hollows of their forest for artifacts that are relics from a bygone age. (Cleric, Fighter (Psi Warrior), Monk, Mystic, Wizard)
To the east of the North and the north of Mori Noya is the Ring of Fire. A circle of volcanoes with strong ties to the Nine Hells, most of this area is blasted wasteland. It holds the remains of what was once a sacred order of clerics and paladins, so this is a popular pilgrimage destination. The few towns here are dirty slums populated by criminals, charlatans and pickpockets. (Blood Hunter, Cleric, Paladin, Rogue, Warlock)
To the south of the White City are the Sun-Lands. A trade empire (think ancient Persia) sits within bleak dunes, while the roving tribes of shifters and beastfolk even farther south try to protect their ancestral land and culture from encroachment from the north. (Bard, Cleric, Druid, Fighter, Ranger, Warlock)
To the west of all this are the Malachite Teardrops, a beautiful archipelago of tropical islands inhabited by xenophobic tritons. Within the jungles, the crumbling ruins of a forgotten civilization hide untold treasures.
Your characters can be from any of these regions. UA material is okay, but not archived UA. The exception to this is the Mystic, which is awesome and super flavorful, so I'm putting it in my campaign even though it's overpowered and complicated. Run homebrew by me first. We'll be starting at 5th level, no holds barred for your options other than what I just said. You can roll for stats and drop ones once, or use point buy.
I'm writing a worldbook on Inustwaith to sell, and I've created six subclasses to be included. I really need playtesters. If you're interested, here are the subclasses and their lore as relates to the setting:
Monk (Balanced Mind) - Ever since the Age of Dragons two thousand years ago, benevolent gem dragons have gifted elves with crystals in their foreheads that allow them to channel psionic power and taught them the secrets of mind-based martial arts. The gem dragons were destroyed in a war with the drow almost six hundred years ago, but the crystals, and the dragons' teachings, live on in remote mountain monasteries secluded even from the rest of the elves.
Sorcerer (Primordial Bloodline) - In the Time Before Time, before mortal creatures walked the earth, five beings known as Primordials strode the land. They embodied the elements of Fire, Lightning, Water, Ice, and Nature. Eventually, when the gods rose to being, they faded away, but their awesome power infused the land. Primordial sorcerers have been infused with some of their primeval energy. These sorcerers and most of the other sorcerer subclasses are far more common on Inustwaith than other worlds, due to the amount of magic suffusing the land.
Ranger (Spirit Guide Enclave) - In the far south of the Sun-Lands, which the indigenous tribes call ekhawa, death is not the end. The spirits of the ancestors pass into a second realm overlaying the Material Plane, where they keep their own counsel and hold ancient secrets. Some walk the earth again as huge, magical versions of the region's animals, blessed with the intellect and personality they had in life. Spirit Guide rangers can speak with the ghosts of the ancestors and call upon their aid in battle.
Bard (College of the Skald) - In the blizzard-torn wilds of the North, barbarian tribes eke out a harsh existence. They were the first to discover a way to draw on the latent energies of the primordials and the gods through writing. A select few of their greatest heroes and lore-masters know how to trace the ancient Runes so as to call upon the fundamental concept they represent. In recent times, the giants and dwarves have also learned how to use this ancient language, but only the warrior-poets of the barbarian tribes truly understand its secrets.
Cleric (Destruction Domain) - The great primordial/god/deity known as the Serpent Lord has always been the bane of Inustwaith. It embodies the forces of destruction and darkness, and its wrath ended the First Age of the world when it was released. If it escapes again, no one doubts it will return Inustwaith to the mists it was born from. Clerics who worship this entity, found most often in secretive cults in the northern Sun-Lands (and more rarely the White City) and in scattered yuan-ti enclaves in the Malachite Teardrops, worship entropy itself.
Fighter (Poison Master Archetype) - The untamed jungles and seas of the Malachite Teardrops are host to all manner of plants and animals - and not all are benevolent. A great amount of poisonous and venomous plants and beasts can be found in its jungles. Some scholars claim this is a holdover from a thousand years ago, when the Serpent Lord's influence brushed the world and it nearly broke free of it's prison. Whether this is true remains unknown, but the deadly bounty is put to good use by the native tritons, who master the knowledge necessary to brew potent toxins. Slipping silently through the jungle, their poison-coated blades are the last thing many raiders ever know.
Please tell me:
Name: Race: Class: Personality: Brief backstory: Homeland*: Preferred land to play in**:
*Any of the six. **This DOES NOT have to match your homeland. You cannot choose Mori Noya for this, as that's where the first campaign is taking place.
This... is old Chinese, if I'm not mistaken. (I take classes. that's something about forests and family.)
Just used translate, it's actually Japanese! That solves the middle thing, but the others are also a character in Chinese. Cool.
Name: Grunix Lightbringer Race: Protector Aasimar(Legacy). If I can't use legacy content, we'll use the MotM version. Class: Swords Bard. Slash slash. Personality: Bright, cheerful. Has a volatile temper, except he keeps his anger under control, to let loose during battle, in order to purge the world of evil. Brief backstory: wip Homeland*: White City Preferred land to play in**: The North, although anywhere would be good.
No sheet, out of slots but if picked I could probably drop one.
Will have a cool temperament unless you insult someone he thinks highly of or is related to them. Will do whatever he wants becouse he thinks laws are for weak men
he was raised in a small village with his family being of low esteem even within the village. After many years of torment he and his family were kicked out. After many years living in the wilderness a sickness came through that killed his whole family except for him and his brother who is still sick. He then left to try and find a cure for him.
South and then to the north to try and cure his brother
Side note: if chosen this will be one of my first times playing so help is appreciated
Personality: Distant, but not cold. Sometimes speaks to people who aren't there.
Backstory: On a mission to smuggle gem draconic crystals out of Mori Noya, Mal'thrae (Mal to his friends) hid inside the shipment, and was exposed to the psionic energy within. At the gates of White City, the shipment was uncovered, and the half-drow had to make use of his new powers to escape and hide within the city.
This post has potentially manipulated dice roll results.
Ability Scores: 141112151415 Name: Hunoze Race: Changeling Class: Druid - Circle of the Moon Background: Silverquill Student Personality: Well meaning and kind but finds it quite reasonable to take advantage of the situation when it benefits him. Brief backstory: Hunoze has had more than one life through the years, the problem is that none of them were truly his. In fact he took on the name Hunoze as whenever he was asked who he was, Who knows was his answer.
When fortune favoured him, he would come across some unfortunate individual whose life had ended, and he would extend that life. He had never been one to force the issue though, and when fortune hadn’t favoured him had learnt to adapt and live in less civilised surroundings.
His greatest moment of fortune had been stumbling on the wreckage of a carriage on the road into White City from the Sun-Lands. The occupant was a young noble, close to death. He spoke briefly to the noble, but there was nothing he could do to save him. The destination of this young noble was one of the most prolific academies, and on his person a letter of invitation to join and learn the power of words. He took the young nobles place and stayed for quite some time. However, he knew that this life was not forever. Anyone who knew the real Percival Alstroth would know he only looked and sounded like him. He had no memories of his life before.
So after his time was done at the academy, he stayed in White City, and sent a letter to the family of Percival Alstroth in the Sun-Lands saying he had accepted a position in the White City court. It was a fabrication of course, but perhaps his family not knowing his true fate was a kindness, even though they would find out in time. Homeland*: Between White City and the Sun-Lands Preferred land to play in**: Any although has ties in White City and Sun-Lands
I forgot to mention, subclasses! I am actually writing a book about this campaign setting and I've made six subclasses to go with it. I need playtesters, and they fit into this world almost as if they were designed to... hmm...
Bard: College of the Skald (rune magic)
Cleric: Destruction Domain
Fighter: Poison Master
Monk: Way of the Balanced Mind (psionics)
Ranger: Spirit Guide Enclave
Sorcerer: Primordial Bloodline
Rollback Post to RevisionRollBack
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
Name: Thelanis Race: Aasimar (MotM) Class: Warlock Hexblade Paladin Personality: Rebellious youth turned avenger of her family's destruction. Brief backstory: Rebelling against her straight and narrow family's clinging to the glory of the past, Thelanis sought a dark route to power, until her machinations resulted in a demonic incursion killing her family. She now fights for good to correct the balance. Homeland*: Ring of Fire Preferred land to play in**: Ring of FIre/White City
Name: Typhon Race: Tiefling (Winged variant, if allowed) Class: Barbarian 1/Warlock (Hexblade) 4 Background: Folk Hero Personality: Ragnar has a split personality. Normally, he is a kind-hearted if somewhat dim man who loves a good joke. But, when he is pushed too far, his demonic side takes over entirely, transforming him into an unthinking berserker who revels in destruction.
Brief backstory: Typhon was once a simple man of the North named Bo Corey, a smith by trade and a happily married father of two. Then, on one bleak and dreary day, an enemy clan struck his little village, killing the men and carrying off women and children as slaves. Bo was mortally wounded in the battle while trying to protect his family, and could only watch helplessly as they were carried off while he slowly bled out.
But as he drew what should have been his last breath, he heard a voice whispering to him... offering him a second chance. Without thinking, Bo took the deal that was offered him. From out of the ashes of his burning home he emerged... but he wasn't Bo the blacksmith anymore. He was changed, twisted into a demonic creature. He turned the tide of the battle, striking down invaders without mercy. But when the smoke cleared, and the demonic rage faded, the creature who was once Bo the Blacksmith knew that there was no place for him in this peaceful little town. He left then, leaving behind all vestiges of his old life, taking on his new name: Typhon, the Devil of the Northlands
Homeland*: the North Preferred land to play in**: Any; I imagine Typhon as a wanderer who doesn't much care where he ends up so long as he can satisfy his dark side without resorting to harming the innocent.
Name: Rab el-Ehr Race: Half-elf Class: Paladin Personality: Jovial - a sort of "drink today, for tomorrow we die" cavalierism. Brief backstory: As the third son to a minor noble house in perpetual service to a local Shiekh or warlord, Rab was given the freedom to become a mercenary, and Lady Fate (or something similar in the homebrew world's pantheon) has led has led Rab far from his homelands where he was trained in his family's, well, not unique, but certainly rare martial skills that were finely honed for the protection of their liege lord in both a physical and spiritual sense. Thus far, he has survived by plying his services, and specifically his large curved blade, most recently as an enforcer in the White City. Homeland: the Sun-lands Preferred land to play in: White City? Character is easily able to be mobile, so preferred land might just be a tavern near you!
Personality: Aloof, whimsical, afraid to settle down
Brief backstory: Not much to say about Cite (Sih-Tei) she grew up in a foraging community, hunting for the rare crystals and other instruments of awakening (aromatic herbs, psychedelic fungi). A prime example of someone who had adventure thrust upon her, she and her cousins decided to "sample the stock" one midsummer evening and Cite found herself naked, covered in mud and blood, the source of which she didn't know or want to know. She hit hiked her way into a traveling merchant group that gave her clothes and food in exchange for help. She has been on the road since, trying to find odd jobs to pay for a trip back home.
I forgot to mention, subclasses! I am actually writing a book about this campaign setting and I've made six subclasses to go with it. I need playtesters, and they fit into this world almost as if they were designed to... hmm...
Bard: College of the Skald (rune magic)
Cleric: Destruction Domain
Fighter: Poison Master
Monk: Way of the Balanced Mind (psionics)
Ranger: Spirit Guide Enclave
Sorcerer: Primordial Bloodline
Ok, I wasn't sure I wanted to hop into another campaign, and then I saw this. I'd like to check out your Monk subclass, as it sounds like something I'd like to try playing. But I don't see it in DDB's homebrews; do you have a link to it?
Name: Mikaela Sicrivrik Race: Human Class: Paladin (Oath of Devotion) Personality: Friendly, Highly Focused, Very Devout Brief backstory: Born to a lesser noble family, her father died when she was fairly young. Shortly after, her mother left her and her younger brother. Fortunately, another noble family adopted them and raised them. She has a younger adoptive brother and sister as well. Since her parents' actions had lowered the prestige of the title she now carries, she became a knight and paladin to bring honor to her noble house. Both her family and her adoptive family have long been devoted to Torm (or other god - not sure if the setting has its own), so it was quite easy to enter a life devoted to that deity. Homeland: White City Preferred land to play in: The North
Name: Shijiro Race: Beasthide Shifter Class: Blood Hunter (Order of the Lycan) Personality: Reserved and introverted, this 9-tailed fox prefers to shy away from conflict whenever it erupts , but when angered especially under a full moon, his rage can make him go on long-term rampages that cannot be controlled. He's always seen with a sullen demeanour even when things go in his favour and rarely befriends people, unless if someone is able to gain his trust and warm up to him overtime. Brief backstory: Life out in the dusty Sun-Lands wasn't exactly pleasant, especially for Shijiro himself, who never knew his clan, let alone his birth family. For decades he had to endure the harsh conditions that the region possessed, including other tribes and smugglers set out to hunt him as well as the risk of dehydration and starvation from the harsh climate he lived in. Despite this, Shijiro's natural talents for martial arts as well as his self-induced ferocity especially at night made him a formidable fighter, to the point where survivors of his rampages called him the Monster of the Midnight Desert. One time whilst he snuck into the wastelands to obtain food and resources, he overheard some workers saying that the Midnight Monster has relatives that are as equally as bloodthirsty as he is and they currently reside in Mori Noya in fear of their identities being revealed to the public. And those rumors were what motivated the shifter to set out from his wasteland home ground into a new region that he has never explored. Homeland*: Sun-Lands Preferred land to play in**: Sun-Lands or Ring of Fire
Ability scores: 171117151714
Rollback Post to RevisionRollBack
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod) Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic) Maya Kurosaki- Female Kitsune Cleric (Twilight Domain); Currently in Lancea Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time Shijiro Otsune- Male Kitsune Blood Hunter (Order Of The Lycan) Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian) Xenia Ironhide - Female Kobold Rogue (Soulknife)
Name: Hope Race: Changeling Class: Warlock (The Celestial) Personality: Extremely timid and rarely interacts with people due to the fear of being rejected, but she's willing to assist people in need whenever the time suits her. She's always blending in with the crowd as she changes her appearance from time-to-time. Brief backstory: Hope was... Hope. That was it previously. Just a featureless changeling who happened to take on a female appearance and adopt the corresponding pronouns. Other than her name, her ability to shapeshift, she has no recollection on her birth parents, her childhood, or anything she is comfortable with in her homeland. All she knows is that she somehow came into contact with a celestial patron who offers to guide her in exchange for her dedication to helping the people within the world of Inustwaith. Though having bonded with her deity, Hope never left her comfort zone out in the real world and connect with other beings. To this day, she still longs to achieve this goal, let alone risk her life for the one that doesn't mind a shapeshifter like her. Homeland*: Ring of Fire Preferred land to play in**: White City
I forgot to mention, subclasses! I am actually writing a book about this campaign setting and I've made six subclasses to go with it. I need playtesters, and they fit into this world almost as if they were designed to... hmm...
Bard: College of the Skald (rune magic)
Cleric: Destruction Domain
Fighter: Poison Master
Monk: Way of the Balanced Mind (psionics)
Ranger: Spirit Guide Enclave
Sorcerer: Primordial Bloodline
Ok, I wasn't sure I wanted to hop into another campaign, and then I saw this. I'd like to check out your Monk subclass, as it sounds like something I'd like to try playing. But I don't see it in DDB's homebrews; do you have a link to it?
Unfortunately, no. It's really hard to make on this program (I'm lazy), and for some of the other subclasses - not monk, but the poison master and the skald - it simply doesn't work. They each get a range of features to choose from (different poisons and runes), which D&D Beyond doesn't support. I also don't have their features posted here because I do eventually plan on selling that book. If you're chosen, you can have the features, but unfortunately otherwise not. Sorry.
Rollback Post to RevisionRollBack
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
Hello folks! I have already begun one campaign in PbP set in my homebrew world of Inustwaith, but I've deiced I'd like to have another one going at the same time, the idea being that eventually the different parties meet up for an epic climax. Inustwaith is an epic-fantasy world with six regions:
Your characters can be from any of these regions. UA material is okay, but not archived UA. The exception to this is the Mystic, which is awesome and super flavorful, so I'm putting it in my campaign even though it's overpowered and complicated. Run homebrew by me first. We'll be starting at 5th level, no holds barred for your options other than what I just said. You can roll for stats and drop ones once, or use point buy.
I'm writing a worldbook on Inustwaith to sell, and I've created six subclasses to be included. I really need playtesters. If you're interested, here are the subclasses and their lore as relates to the setting:
Monk (Balanced Mind) - Ever since the Age of Dragons two thousand years ago, benevolent gem dragons have gifted elves with crystals in their foreheads that allow them to channel psionic power and taught them the secrets of mind-based martial arts. The gem dragons were destroyed in a war with the drow almost six hundred years ago, but the crystals, and the dragons' teachings, live on in remote mountain monasteries secluded even from the rest of the elves.
Sorcerer (Primordial Bloodline) - In the Time Before Time, before mortal creatures walked the earth, five beings known as Primordials strode the land. They embodied the elements of Fire, Lightning, Water, Ice, and Nature. Eventually, when the gods rose to being, they faded away, but their awesome power infused the land. Primordial sorcerers have been infused with some of their primeval energy. These sorcerers and most of the other sorcerer subclasses are far more common on Inustwaith than other worlds, due to the amount of magic suffusing the land.
Ranger (Spirit Guide Enclave) - In the far south of the Sun-Lands, which the indigenous tribes call ekhawa, death is not the end. The spirits of the ancestors pass into a second realm overlaying the Material Plane, where they keep their own counsel and hold ancient secrets. Some walk the earth again as huge, magical versions of the region's animals, blessed with the intellect and personality they had in life. Spirit Guide rangers can speak with the ghosts of the ancestors and call upon their aid in battle.
Bard (College of the Skald) - In the blizzard-torn wilds of the North, barbarian tribes eke out a harsh existence. They were the first to discover a way to draw on the latent energies of the primordials and the gods through writing. A select few of their greatest heroes and lore-masters know how to trace the ancient Runes so as to call upon the fundamental concept they represent. In recent times, the giants and dwarves have also learned how to use this ancient language, but only the warrior-poets of the barbarian tribes truly understand its secrets.
Please tell me:
Name:
Race:
Class:
Personality:
Brief backstory:
Homeland*:
Preferred land to play in**:
*Any of the six.
**This DOES NOT have to match your homeland. You cannot choose Mori Noya for this, as that's where the first campaign is taking place.
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
Journey through Inustwaith in my campaign here!
森の家
This... is old Chinese, if I'm not mistaken. (I take classes. that's something about forests and family.)
Just used translate, it's actually Japanese! That solves the middle thing, but the others are also a character in Chinese. Cool.
Name: Grunix Lightbringer
Race: Protector Aasimar(Legacy). If I can't use legacy content, we'll use the MotM version.
Class: Swords Bard. Slash slash.
Personality: Bright, cheerful. Has a volatile temper, except he keeps his anger under control, to let loose during battle, in order to purge the world of evil.
Brief backstory: wip
Homeland*: White City
Preferred land to play in**: The North, although anywhere would be good.
No sheet, out of slots but if picked I could probably drop one.
DMing:
The Cataclysm Stadium
Rise of the White Mask
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian.
Thugar
human
barbarian
Will have a cool temperament unless you insult someone he thinks highly of or is related to them. Will do whatever he wants becouse he thinks laws are for weak men
he was raised in a small village with his family being of low esteem even within the village. After many years of torment he and his family were kicked out. After many years living in the wilderness a sickness came through that killed his whole family except for him and his brother who is still sick. He then left to try and find a cure for him.
South and then to the north to try and cure his brother
Side note: if chosen this will be one of my first times playing so help is appreciated
ddb.ac/characters/93921297/VvGIDF
Ability scores: 10 11 15 11 15 18
Name: Mal'thrae Caerdonnel
Race: Half-Elf (Drow)
Class: Rogue (Soulknife)
Personality: Distant, but not cold. Sometimes speaks to people who aren't there.
Backstory: On a mission to smuggle gem draconic crystals out of Mori Noya, Mal'thrae (Mal to his friends) hid inside the shipment, and was exposed to the psionic energy within. At the gates of White City, the shipment was uncovered, and the half-drow had to make use of his new powers to escape and hide within the city.
Homeland: Mori Noya
Preferred City to Play in: White City
https://www.dndbeyond.com/characters/93925207
Aruzhal - Lv 1 Tempest Cleric - Planescape: Lost
Ability Scores: 14 11 12 15 14 15
Name: Hunoze
Race: Changeling
Class: Druid - Circle of the Moon
Background: Silverquill Student
Personality: Well meaning and kind but finds it quite reasonable to take advantage of the situation when it benefits him.
Brief backstory:
Hunoze has had more than one life through the years, the problem is that none of them were truly his. In fact he took on the name Hunoze as whenever he was asked who he was, Who knows was his answer.
When fortune favoured him, he would come across some unfortunate individual whose life had ended, and he would extend that life. He had never been one to force the issue though, and when fortune hadn’t favoured him had learnt to adapt and live in less civilised surroundings.
His greatest moment of fortune had been stumbling on the wreckage of a carriage on the road into White City from the Sun-Lands. The occupant was a young noble, close to death. He spoke briefly to the noble, but there was nothing he could do to save him. The destination of this young noble was one of the most prolific academies, and on his person a letter of invitation to join and learn the power of words. He took the young nobles place and stayed for quite some time. However, he knew that this life was not forever. Anyone who knew the real Percival Alstroth would know he only looked and sounded like him. He had no memories of his life before.
So after his time was done at the academy, he stayed in White City, and sent a letter to the family of Percival Alstroth in the Sun-Lands saying he had accepted a position in the White City court. It was a fabrication of course, but perhaps his family not knowing his true fate was a kindness, even though they would find out in time.
Homeland*: Between White City and the Sun-Lands
Preferred land to play in**: Any although has ties in White City and Sun-Lands
I forgot to mention, subclasses! I am actually writing a book about this campaign setting and I've made six subclasses to go with it. I need playtesters, and they fit into this world almost as if they were designed to... hmm...
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
Journey through Inustwaith in my campaign here!
Ability scores: 14 12 16 15 14 11
Name: Thelanis
Race: Aasimar (MotM)
Class: Warlock Hexblade Paladin
Personality: Rebellious youth turned avenger of her family's destruction.
Brief backstory: Rebelling against her straight and narrow family's clinging to the glory of the past, Thelanis sought a dark route to power, until her machinations resulted in a demonic incursion killing her family. She now fights for good to correct the balance.
Homeland*: Ring of Fire
Preferred land to play in**: Ring of FIre/White City
Starting Gold Roll: 6
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Name: Typhon
Race: Tiefling (Winged variant, if allowed)
Class: Barbarian 1/Warlock (Hexblade) 4
Background: Folk Hero
Personality: Ragnar has a split personality. Normally, he is a kind-hearted if somewhat dim man who loves a good joke. But, when he is pushed too far, his demonic side takes over entirely, transforming him into an unthinking berserker who revels in destruction.
Brief backstory: Typhon was once a simple man of the North named Bo Corey, a smith by trade and a happily married father of two. Then, on one bleak and dreary day, an enemy clan struck his little village, killing the men and carrying off women and children as slaves. Bo was mortally wounded in the battle while trying to protect his family, and could only watch helplessly as they were carried off while he slowly bled out.
But as he drew what should have been his last breath, he heard a voice whispering to him... offering him a second chance. Without thinking, Bo took the deal that was offered him. From out of the ashes of his burning home he emerged... but he wasn't Bo the blacksmith anymore. He was changed, twisted into a demonic creature. He turned the tide of the battle, striking down invaders without mercy. But when the smoke cleared, and the demonic rage faded, the creature who was once Bo the Blacksmith knew that there was no place for him in this peaceful little town. He left then, leaving behind all vestiges of his old life, taking on his new name: Typhon, the Devil of the Northlands
Homeland*: the North
Preferred land to play in**: Any; I imagine Typhon as a wanderer who doesn't much care where he ends up so long as he can satisfy his dark side without resorting to harming the innocent.
Ability scores: 16 15 11 14 12 17
(Can I please use point buy instead of these absolute trash stats?)
Name: Rab el-Ehr
Race: Half-elf
Class: Paladin
Personality: Jovial - a sort of "drink today, for tomorrow we die" cavalierism.
Brief backstory: As the third son to a minor noble house in perpetual service to a local Shiekh or warlord, Rab was given the freedom to become a mercenary, and Lady Fate (or something similar in the homebrew world's pantheon) has led has led Rab far from his homelands where he was trained in his family's, well, not unique, but certainly rare martial skills that were finely honed for the protection of their liege lord in both a physical and spiritual sense. Thus far, he has survived by plying his services, and specifically his large curved blade, most recently as an enforcer in the White City.
Homeland: the Sun-lands
Preferred land to play in: White City? Character is easily able to be mobile, so preferred land might just be a tavern near you!
Ability scores: 15 16 14 14 18 13
Name: Cite
Race: Elf (Eladrin)
Class: Mystic (Nomad)
Personality: Aloof, whimsical, afraid to settle down
Brief backstory: Not much to say about Cite (Sih-Tei) she grew up in a foraging community, hunting for the rare crystals and other instruments of awakening (aromatic herbs, psychedelic fungi). A prime example of someone who had adventure thrust upon her, she and her cousins decided to "sample the stock" one midsummer evening and Cite found herself naked, covered in mud and blood, the source of which she didn't know or want to know. She hit hiked her way into a traveling merchant group that gave her clothes and food in exchange for help. She has been on the road since, trying to find odd jobs to pay for a trip back home.
Homeland: Great forest
Preferred land to play in: White City
Ok, I wasn't sure I wanted to hop into another campaign, and then I saw this. I'd like to check out your Monk subclass, as it sounds like something I'd like to try playing. But I don't see it in DDB's homebrews; do you have a link to it?
Whistler
Titus - V. Human Battle Master Fighter 3 - [Pic] - [Pic2] - [Traits] - in Shadowglass
Locke - V. Human Shadow Monk 3 / Undead Warlock 2 - [Pic] - [Traits] - in FOW - DMless West Marches
Flèche - V. Human Swords Bard 10 - [Pic] - [Traits] - in The Scarlet Mist
Sterling - V. Human Bard 1 - [Pic] - [Traits] - in Bards: Dragon Heist
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Name: Mikaela Sicrivrik
Race: Human
Class: Paladin (Oath of Devotion)
Personality: Friendly, Highly Focused, Very Devout
Brief backstory: Born to a lesser noble family, her father died when she was fairly young. Shortly after, her mother left her and her younger brother. Fortunately, another noble family adopted them and raised them. She has a younger adoptive brother and sister as well. Since her parents' actions had lowered the prestige of the title she now carries, she became a knight and paladin to bring honor to her noble house. Both her family and her adoptive family have long been devoted to Torm (or other god - not sure if the setting has its own), so it was quite easy to enter a life devoted to that deity.
Homeland: White City
Preferred land to play in: The North
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
Ability scores: 11 15 17 15 16 14
Rabbit Sebrica | Skarai | Katryl Brightfury | Rylia Lionrage | Roxana Raincrest | Janek Whitmor | Lokilia Vaelphin
Ability scores: 13 14 17 10 11 12
Name: Shijiro
Race: Beasthide Shifter
Class: Blood Hunter (Order of the Lycan)
Personality: Reserved and introverted, this 9-tailed fox prefers to shy away from conflict whenever it erupts , but when angered especially under a full moon, his rage can make him go on long-term rampages that cannot be controlled. He's always seen with a sullen demeanour even when things go in his favour and rarely befriends people, unless if someone is able to gain his trust and warm up to him overtime.
Brief backstory: Life out in the dusty Sun-Lands wasn't exactly pleasant, especially for Shijiro himself, who never knew his clan, let alone his birth family. For decades he had to endure the harsh conditions that the region possessed, including other tribes and smugglers set out to hunt him as well as the risk of dehydration and starvation from the harsh climate he lived in. Despite this, Shijiro's natural talents for martial arts as well as his self-induced ferocity especially at night made him a formidable fighter, to the point where survivors of his rampages called him the Monster of the Midnight Desert. One time whilst he snuck into the wastelands to obtain food and resources, he overheard some workers saying that the Midnight Monster has relatives that are as equally as bloodthirsty as he is and they currently reside in Mori Noya in fear of their identities being revealed to the public. And those rumors were what motivated the shifter to set out from his wasteland home ground into a new region that he has never explored.
Homeland*: Sun-Lands
Preferred land to play in**: Sun-Lands or Ring of Fire
Ability scores: 17 11 17 15 17 14
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod)
Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic)
Maya Kurosaki - Female Kitsune Cleric (Twilight Domain); Currently in Lancea
Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time
Shijiro Otsune - Male Kitsune Blood Hunter (Order Of The Lycan)
Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian)
Xenia Ironhide - Female Kobold Rogue (Soulknife)
Name: flame
Race: red dragonborn
I like the idea of the poison master fighter so I'd like to play.
Ability scores: 11 15 17 15 12 7
Gender: Female (She/Her)
Fav Class: Sorcerer (Aberrant Mind)
Fun Fact: Shiny Alolan Ninetales is my favourite shiny
Name: Hope
Race: Changeling
Class: Warlock (The Celestial)
Personality: Extremely timid and rarely interacts with people due to the fear of being rejected, but she's willing to assist people in need whenever the time suits her. She's always blending in with the crowd as she changes her appearance from time-to-time.
Brief backstory: Hope was... Hope. That was it previously. Just a featureless changeling who happened to take on a female appearance and adopt the corresponding pronouns. Other than her name, her ability to shapeshift, she has no recollection on her birth parents, her childhood, or anything she is comfortable with in her homeland. All she knows is that she somehow came into contact with a celestial patron who offers to guide her in exchange for her dedication to helping the people within the world of Inustwaith. Though having bonded with her deity, Hope never left her comfort zone out in the real world and connect with other beings. To this day, she still longs to achieve this goal, let alone risk her life for the one that doesn't mind a shapeshifter like her.
Homeland*: Ring of Fire
Preferred land to play in**: White City
https://www.dndbeyond.com/characters/86792630
Gender: Female (She/Her)
Fav Class: Sorcerer (Aberrant Mind)
Fun Fact: Shiny Alolan Ninetales is my favourite shiny
Unfortunately, no. It's really hard to make on this program (I'm lazy), and for some of the other subclasses - not monk, but the poison master and the skald - it simply doesn't work. They each get a range of features to choose from (different poisons and runes), which D&D Beyond doesn't support. I also don't have their features posted here because I do eventually plan on selling that book. If you're chosen, you can have the features, but unfortunately otherwise not. Sorry.
Will everyone stop calling him "The Demogorgon"? It's his name, not a title!
Journey through Inustwaith in my campaign here!