ATT: This is not a D&D Game, it is a 5e styled Homebrewed Campaign (HBC). New SRD will be provided.
Greetings intrepid adventurers and lost souls, to the world of Europa. Blasted and scarred by centuries of disaster, war, and turmoil: Europa is on the precipice of the end times once more. The First Great War has ended not even three years ago but already the seeds of discontent sowed by the uneasy armistice are beginning to boil out of control. Enter now, the Ostralian Leagues.
Mostly neutral during the First Great War, the Ostralian Leagues are the remnants of the exiles which sought refuge away from the main theaters of combat through a mass exodus to what most of the world knows only as The Wastes. Surrounded by dense reefs, strong tropical storms which quickly give way to arctic blizzards surrounding a constantly stirring void of arcane power that resembles a whirlpool or eye of madness, the remnants of refugees and exiles made it there home. Untouched beauty and resources mar the landscape and despite the supernatural embodiment of natures wrath surrounding the land, it has been untouched by the Great War....until now. Word of the riches and bountiful landscapes has made it back to the mainlands and already small streams of military vessels have been spotted in the distance. There is no mistaking that the nations of the Ostralian Leagues will be forced once more to the bloody depths of war whether they want to or not.
The Europan Conflicts represents a 5e conversion to the modern realm which has sought to convert many facets of the 5th Edition D&D setting to the Diesel Punk realm of my own creation. There are many facets which are shared between but also several differences with a few named below:
Magic casting is represented by a smaller representation of classes. There are hybrid casters and a true caster. Magic itself is far easier to manipulate and deploy, instead of spell slots there is Arcane Reserve which represents the total pool of power a creature can tap into before they are physically and emotionally drained by the effort to weave magic. This means that spells you know can be cast as many times as you want instead of being limited to X amount per Y level. The downside though is subsequent castings of certain levels and higher have exponential costs to bring them back under balance. All in all through six homebrewed campaigns, the system has had very few reworks for magic and been universally noted as a fun twist.
Guns, Guts, and Glory. This is war on the industrial scale and boy oh boy is it deadly. Where 5e is forgiving and encourages risks, the Europan Conflicts is the next step up. Mistakes can quickly lead to deadly encounters and brawling without proper preparation can turn into a blood bath. Your trusty companion in these trying times is the affectionate and cold embrace of stamped steel and iron, for there are many rifles like them, but this one is yours.
Revamped "Feats". More commonly referenced to as Talents or Skill Sets in the system, there are over 150 individual Talents with most having multiple levels to create the ultimate character. These are purchased through a new resource called Skill Points that are awarded passively by level. A player can then mix and match anything they meet the requirements for to create either heavily specialized and new play styles or a broader character. Want to be a craftsman capable of forging weapons and armour? An arcane practitioner who focuses specifically on a single type of element? Have bad luck with dice rolls whenever you try to use Charisma? If you can think of it, there's more than likely a Talent engineered to make it possible.
A Fresh Start. The Europan Conflicts despite having an established home brewed lore supports the ability to wipe itself clean each time. Regardless of campaign, it can easily be altered to allow the maximum versatility possible and is setup to support both a Fantasy and Realism setting.
Revamped Character Creation. While still a WIP and being updated constantly, the Europan Conflicts has its own character sheets which have been designed to be auto-filled or user friendly as much as possible. While not nearly as in depth as that created by D&D Beyond, it is a helpful tool to organize your creations. With this said, some of the key changes away from 5e are the following.
Attributes or Characteristics or Ability Scores (whichever you are used to calling them) follow a XX-XXX score system. Your modifier is now represented by the Tens digit. This means there's no negative modifiers anymore.
On the Fly AC Calculation. By filling out your armaments, marking your type, and listing any misc modifiers: your AC can be generated to represent anything from cover to magical spells to enchantments to talent modifications without manual overriding.
Support to Level 30. That's right. If you wanted to multi-class but feared of losing out on your Level 20th ability, Tier V-VI campaigns allow you to not only reach the end of your main class but also dip into others. Additionally, Prestige and Paragon classes are available which enhance existing classes.
8 Starting Classes: Arcanist, Engineer, Exorcist, Footman, Knight, Medic, Paladin, and Rogue. While some were good enough to leave mostly as is, many have been altered to address a more modern system.
Arcanist is the combination of all primary spell casters into a single class with Talents designed to specialize towards one or the other.
A dedicated healing class, the Medic has been introduced. For players that either don't want a combat heavy class or wanted to have a dedicated healer - the Medic is for you.
Alternatively if augmenting, designing, and creating is your forte, the Engineer is the forefront of any cadre in these dark times.
Exorcists represent the religious spell casters with a twist, they share much in common with dedicated debuff casters such as warlocks.
Footmen represent the new Fighter. Designed to be either hybrids, specialists, or officers, they make up the bulwark of any cadre.
The Knight is the new tanking class equivalent to a Barbarian. Strong personalized suits of power armour and the ability to close the gap into melee and equip weapons to your suit make them a popular choice to protect the team.
Paladins are similar to Knights but lack power armour. Instead they rely on buff auras and abilities to enhance the team while being able to easily switch between ranged and melee styles with hybrid casting.
Rogues are unchanged...some features really don't change...
Revamped weapon system. With a modern system comes changes to weapon handling. All classes now support multiple actions to reflect the new action economy by mid-late tier where spell casters can easily dominate.
And much, much more.
This campaign will have a randomized start point of the indigenous peoples perspective against the hostile invaders of the modern world. The blade or the pen, choose which weapon will lead the people to prosperity or become a traitor to the lands and help the outsiders seize the means to fuel another great war.
The desired party will be 6-8 players in size. Class restrictions will apply in that no more than 1 of each class can be represented except Footman. The campaign will take place both here and on discord to maintain a neater posting. Rolling, and non-final postings will be made in discord and the story ready postings will be made here on the forum. The campaign settings is variable and supports multiple playstyles. Depending on PC interactions with the world, it can go many directions and no one is safe. Assassinating a senior official can have far reaching implications, declining an alliance can alter the perspective of an entire nation, receiving a notoriety or reputation can give boons both positive and negative. In these uncertain times, there is only one constant: war.
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Lord Knight Commander of the Rahlian Iron Guard, Provost Marshal of the 1st Expeditionary Force