For the past 500,000 years, The Terral Universe has been divided by two Warring factions... The noble Ascended, and the evil Hell Knights. Though their conflicts brought rage and ruin to many countless worlds, none were less fortunate than Terris (Earth). Mortals of this world are born and raised in harsh and dangerous conditions, and often times their homes are the targets for the Hell Knights horrible raids. To help combat the wickedness, the old high king of Terris sent word to any nations that would listen to his plea and formed the allied forces known as "The Terral Alliance". However, the Hell Knights were also gathering allies, and swayed any followers with false promises of godhood to form a sub faction of their own... "The Legion of the End." Since then, the factions have been more hostile to one another than ever before.
As the Millennia passed, the war continued to rage on. With no clear winner to be determined or estimated. Sadly though, it's been taking it's toll on the weak or less fortunate more than usual as of late. With many hamlets being burned to the ground in the night from unexpected Hell Knight raids, families murdered out of fear and suspicion for working for an enemy faction, even many of the animals found them selves choosing sides. The World has become more inhospitable, with it's fate to be determined by the winning side. The Alliance wishes to restore the world and bring back peace and love, while keeping the influence of the Legion and the Hell Knights at bay. The Legion of the End however, wish to destroy the world, and rule over the universe as it's new gods and masters. Bringing with them a new era of death and chaos.
The Day of fate is coming ever closer, Who shall rule? The Ascended children of the heavens? Or the devilish power of the Hell Knights?
Greetings Adventures, Welcome to my first Champaign on the forum. It's a Homebrew story of my design... and likely one of my most ambitious. The Story in a nut shell is that The God of the Underworld is fighting for control over the multiverse, So he's sending his army (The Hell Knights) to try and conquer it. The Other Deities are trying to stop him, and are sending their own forces (The Ascended) to stop them. The Players, are just caught in the middle of it all. What THEY do and what happens is determined by their actions and choices, the over all goal is varied and cannot be disclosed with out major story spoilers.
Anyway for those of you interested in joining, here's my list of rules and recomendations.
Homebrew Races, Classes, and feats are (needless to say) allowed and welcomed. Just Run it by me first before creating your character.
Stats can and WILL go above 20, this isn't just to "be fun" or to "be cool"... This is to keep you ALIVE.
Evil alignments are STRONGLY discouraged, but not forbidden.
Avoid making puns, references, and bad jokes... although you are allowed to make them, they may result in some... interesting... consequences.
This World has it's own Pantheon, if you are a Cleric or Paladin... or ANYTHING that centers around god worship. Speak to me and we can work something out .
Multi-classing is allowed.
This is a story heavy Campaign, you can't expect to "run and gun" your way through.
All Official races are allowed.
The Following Races have been augmented and have Special rules to them. Dragonborn, kobold, tortle, lizardfolk, orc, half-orc, and Tiefling. Speak to me if you have any further questions...The Following changes are as follows...
Dagonborn
- Instead of a 5 by 30ft line of acid, Copper Dragonborn have a 15ft cone lighting breath weapon. Resistance is swamped from Acid to Lightening
- Instead of a lighting breath weapon, Bronze Dragnborn have an acid one. Resistance is Swapped from Lightning to Acid
- Instead of Fire, Brass Dragons now have a Poison breath weapon. Range remains the same, but resistance is swapped from fire to Poison
- Being the descendants of the great lizards, their lifespan is increased from 80 to 500 years. Maturity remains the same
Tortle
- Tortles gain one additional starting language
- As descendants of the great lizards, their lifespan has increased from 50 to 600. Maturity has been increased from 15 to 17.
Kobolt
- Kobolts have their own language, "Koboltian". Which they start with along side their current ones
- As descendants of the great lizards, their life span has increased from 150 to 450. Maturity remains the same
- There are no winged kobolts in this campaign, but they can receive them from feats
Lizardfolk
- Lizardfolk have a swim speed of 40ft
- Lizard Folk can hold their breath for X hours. (x = Constitution modifier. has a minimum of 1)
- Being the descendants of the great lizards, their lifespan is increased from 60 to 360. Maturity remains the same
Orcs and Half Orcs
- There are Three Clans of Orc, The Hemoth Clan, The Roc Clan, and The Remnants of the Nerga Clan . Players who play as these two races may either be from the clans or independent.
- Orcs and half-orcs are a warrior race, they retain their youth to fight longer (they stop physically aging once they mature, but old age can still kill them). Therefor their lifespan is equal to that of elves, but they mature at the age of 10.
-Terril Orcs are a Stone blue in coloration
Tiefling
-Tieflings, stop aging when they reach maturity... but have the same lifespan as before.
This is a MASSIVE campaign, and has a player cap of 12. but a minimum of 5 players would be nice,
I like to keep things active, and to post often. so please if you can, make sure your are available every one or two days. if you cannot make it, let me know in advance. if you are gone for 5 days, we will have to replace you.
This Campaign has a Zodiac system, which will have special traits in line for your character later in the story.
Each character actually has seven stats... This seventh stat is known as "Sanity" and starts at 10. It can only be enhanced through training. You cannot add stat increases to sanity unless gained through training. Sainity applies to a feature unique to this campaign, fears.
Each Character has additional features to aid and weaken their character... as well as flesh out their personality. These extra features are a perk, a drawback, and a fear. see the spoiler below for details.
Perks Roll 1d10
1. Strong, permanent +2 to STR. You May also use two-handed weapons with one hand without rolling disadvantage.
2. Dexterous, Permanent +2 to DEX. You also gain proficiency with all ranged weapons, doubling it if you already have it.
3. Resilient, Permanent +2 to CON. You also gain an additional 2 hp for your max every level.
4. Smart, Permanent +2 to INT. You also gain one Cantrip of your choosing.
5. Wise, Permanent +2 to WIS. You Also gain Proficiency in either Survival or Perception. Doubling your choice if you already have it.
6. Convincing. Permanent +2 to CHA. You Also gain Proficiency in any CHA skill of your choice. Doubling it if you already have it.
7. Fasting, you need only half as much food and water to survive.
8. Swift, you have add an additional 10ft to your base movement.
9. Quick Healer, You gain the same benefits from a long rest when taking a short one.
10. Poly Lingual, you gain an additional starting language
Drawback, Roll 1d10.
1. Weak, Permanent -2 to STR. You cannot use heavy weapons and you have permanent disadvantage on STR checks and saves.
2. Clumsy, Permanent -2 to DEX. You have permanent disadvantage to all DEX checks and saves.
3. Sickly, Permanent -2 to CON. Diseases and Poisons Ignore any resistances and immunity you have, and affect you as if you don't have them.
4. Stupid, Permanent -2 to INT. Permanent disadvantage to all INT Checks and saves
5. Oblivious, Permanent -2 to WIS. Permanent Disadvantage to all WIS checks and saves.
6. Ugly, Permanent -2 to CHA. Permanent Disadvantage on CHA checks and saves.
7. Gluttonous, you require twice as much food to survive. if you didn't need to eat, now you do.
8. Slow, you have -10ft base movement speed.
9. Light Sleeper, you can only gain benefits from a short rest, even if you take a long one.
10. Foreign, You cannot have "common" as a starting language, and cannot learn it.
Fears, Roll 1d100
1-2. Thantophobia (Fear of dying)
3-4. Pyrophobia (Fear of Fire)
5-6. Cryophobia (Fear of cold)
7-8. Astraphobia (Fear of lightening)
9-10. Dracophobia (fear of dragons)
11-12. Necrophobia (fear of the dead)
13-14. Aquaphobia (fear of water)
15-16. Hemophobia (fear of blood)
17-18. Nyctophobia (fear of darkness)
19-20. Clourophobia (Fear of clowns)
21-22. Demonophobia (fear of demons)
23.24. Autophobia (fear of being abandoned)
25-26. Herpophobia (fear of reptiles)
27-28. Claustrophobia (fear of closed spaces)
29-30. Ornithophobia (fear of birds)
31-32. Phasmophobia (fear of ghosts)
33-34. Entophobia (fear of bugs)
35-36. Basophobia (fear of falling)
37-38. Aviophobia (fear of flying)
39-40. itchyophobia (fear of fish)
41-42. Acrophobia (fear of hights)
43-44. Arachnophobia (fear of spiders)
45-46. Phobophobia (fear of fear itself)
47-48. Agrophobia (fear of open places)
49-50. Spectrophobia (fear of mirrors)
51-52. Bathophobia (fear of depth or deep places)
53-54. Zoophobia (fear of animals)
55-56.Agilophobia (fear of pain)
57-58. Galeophobia (fear of sharks)
59-60. Taphophobia (fear of being burried alive)
61-62. Photophobia (fear of light)
63-64. Monophobia (fear of being alone)
65-66. Ophidiophobia (Fear of snakes)
67-68. Toxiphobia (fear of being poisoned)
69-70. Mysophobia (fear of filth)
71-72. Thalassophobia (fear of the ocean)
73-74. Xenophobia (fear of the unknown)
75-76. Technophobia (fear of technology)
77-78. Atychiphobia (fear of failure)
79-80. Gephyrophobia (fear of bridges)
81-82. Trypophobia (fear of holes)
83-84. Ailurophobia (fear of cats)
85-86. Ombrophobia (fear of rain)
87-88. Cynophobia (fear of dogs)
89-90. Ranidaphobia (fear of frogs)
91-92. Enchophobia (fear of crowds)
93-94. Chritophobia (fear of bats)
95-96. Musophobia (fear of rodents)
97-98. Haphephobia (fear of being touched)
99-100. Panophobia (fear of everything)
Death is a big part of this campaign, but not the immediate end for your character. I cannot say why without story spoilers so click below if you REALLY want to know
The reason for this is, is that a TPK is scripted to happen in the early stages of the story... the hole party WILL die in the story, but the campaign will continue on as if they didn't die... you'll see how if you choose to play.
You may re-roll any one thing for your character, be it a stat or one of the extra features... but you only get one, so choose wisely and carefully.
You will use standard starting equipment.
Start at level 1.
Lastly, since stats are going to be higher than your average game, you will need to submit character sheets through .pdf files. As D&D beyond doesn't like to play nice with homebrew stuff.
So you've made it to the part for building the character? Guess that means I didn't scare you off with all the strange and unusual additional rules I set. So here's what you need for submitting a character.
Name : (First) (Last [Optional])
Race & Class: (If Homebrew, let me know first)
Age: (keep to official books unless I say otherwise or if homebrew)
Alignment: (Your Moral compass if you please)
Zodiac: (choose an Animal from the Chinese Zodiac, do not pick one someone else has chosen)
Stats: (you get one free 18 [Cannot be sanity], the rest you roll for [safe for Sanity which starts at 10]) (always keep a backup for your stats, as Sanity doesn't have an official slot)(Do NOT reroll 1's)
Perk: (Roll 1d10 and refer to an earlier chart)
Shortcoming: (Roll 1d10 and refer to the drawbacks chart)
Fear: (Roll 1d100, refer to the fear chart)
Background: (tell your character's backstory here)
(link your sheet at the bottom)
-One more thing of note, for the story you each were on a small coastal town known as "Saballi" where you are meeting up with a contact who is going to give you a special job, why you are doing said job is up to you... just expect to do more once it's finished.
Q&A
Q: Can we use Unearthed Arcana content?
A: Yes, you may. As it is Official Content and Homebrew is allowed.
Q: The Shortcoming "Light Sleeper", do we not get spell slots back... Ever?
A: No, you will regain them... It's just Your HP that's taking the hit.
Q: My Perk conflicts with my Shortcoming, what happens to me?
A: They Neutralize, and you gain neither of their effects.
The Roster so far
Approved:
Ignus Olocan the Fire Genasi Wizard (Tiger)
Verna Goodbarrel the Lotusden Halfling Ranger (Rabbit)
Kellin the Forest Gnome Wizard (Dragon)
Treenja Pa'Jah the Tabaxi - Rogue (Monkey)
Argadan Krash the Human sorcerer (Snake)
Tharadin Blackbone the Mountain Dwarf Cleric of the Forge (Ox)
Battle Offices 082378 (Bo) the Warforged Fighter (Ram)
Tethys the Triton Sorcerer (Rooster)
Ton the Half-Orc Fighter (Dog)
James Morax the Human Fighter (Horse)
Vanille Lumani'i the Ghostwise Halfling / Light Cleric (Rat)
Fennys Swiftwhistle the Lightfoot Halfling Bard (Boar)
[[AS OF 5/10/2020, ALL SLOTS HAVE BEEN FILLED]]
Fair wells:
Quintillion "Quinn" Amakiir the Eladrin Bard (Rooster) [Country life on the upper continent]
Interested, but it depends on the complexity when creating the character if i acutally participate Ability scores: 1015171614 Rolls for perks, drawbacks, fears; 5826 Reroll for one ability score: Ability scores: 13
Name : Argadan Krash Race & Class: Human, Variant - Sorcerer, Psionic Soul Age: 27 Alignment: Neutral Good Zodiac: Snake Stats: 12;16;13;14;12;18 with all modifiers applied Perk: Quick Healer, You gain the same benefits from a long rest when taking a short one. Shortcoming: Sickly, Permanent -2 to CON. Ignore resistance and immunity to poison damage. Fear: Clourophobia (Fear of clowns) Background: Criminal Spy https://ddb.ac/characters/27659256/UMvCWy Backstory is still WIP
Also i used UA, i assume its allowed since homebrew is allowed as well.
This post has potentially manipulated dice roll results.
Name: Verna Goodbarrel
Race & Class: Lotusden Halfling Ranger (Would like to go Fey Wanderer from Unearthed Arcana)
Age: 25
Alignment: Neutral Good
Zodiac: Rabbit
Stats: 18, 14, 11, 7, 16, 10, Sanity 10
Perk:4 - Convincing. Permanent +2 to CHA. You Also gain Proficiency in any CHA skill of your choice. Doubling it if you already have it.
Shortcoming: 5
Fear:34 - Ophidiophobia (Fear of snakes)
Rerolling Shortcoming: 5 - Light Sleeper, you can only gain benefits from a short rest, even if you take a long one.
Background: Outlander
Verna was born to a family that had one goal. They lived near a place where the Feywild and Material plane were very close together, making it easy for fey to come and go as they pleased. They guarding the boarder, ensuring that the fey who tried to get through were not leaving to do harm to the world, and any dangerous fey that came to seek them out they destroyed, much to the satisfaction of the good aligned fey they would often meet and interact with. She learned from a young age how to differentiate between evil and good fey, and how to interact with them without drawing to much attention to herself. Their family also would help lost people who had wandered into the Feywild and hadn't managed to escape, leading them out and back to the Material Plane before any fey took notice of them.
When Verna came of age, she decided to travel the world and seek out other places where the Feywild and Material Plane were very close together, and try to find other people willing to guard those boarders to ensure that the boarders remained safe and the Material Plane wasn't invaded by the Feywild any time soon. She also sought out rumors of dangerous fey and tried to destroy them before they could do real damage, though by herself this often proved difficult to accomplish.
Her newest failure of trying to drive off a sea hag who was seeking out others to start a coven had failed, leaving her with her life and three large scars on her cheek that served as a reminder that she wasn't as strong as she thought she was. After a few days of recovering, she continued to track the hag, though by the time she found it again she had found others and was too powerful to take on. She left in defeat, swearing to return and defeat them.
Cool, also, if i never get the benefit of a long rest does that mean i'll never regain spell slots when I get them? Since I rerolled and got that and I'm guessing i can't go back and use my original roll for what i got for drawback
This post has potentially manipulated dice roll results.
Name : Ignus Olocan
Race & Class: Fire Genasi Wizard
Age: 25
Alignment: Neutral Good
Zodiac: Tiger
Stats: Ability scores: 1115141118
Perk: 5 Reroll: 7 Strong, permanent +2 to STR. You May also use two-handed weapons with one hand without rolling disadvantage.
Shortcoming: 8 Weak, Permanent -2 to STR. You cannot use heavy weapons and you have permanent disadvantage on STR checks and saves.
Fear: 5 Thantophobia (Fear of dying)
Background:
Ignus was born to a mortal half-elf mother and a djinn during a time of great turmoil across the Elemental Planes. His father and some companions were seeking refuge in the mortal plane, and spent quite a bit of time in his mother's village before moving on. Many of the djinns had Genasi children there - Ignus was one of seven. When one may have been shunned, the sudden and undeniable presence of seven of these incredible beings could not be ignored. The village brought them up and eventually began to model themselves after the most prominent Genasi. Ignus was not one of them. While the others grew into confident soldiers with fiery personalties, Ignus questioned what the deeper meaning of their existence was. What did it mean to be essentially trapped between the mortal and elemental planes? What responsibilities did they have to their innate powers and bloodline? Where did they fit amongst the cosmos? Ignus yearned for knowledge and for answers, and spent more and more time reading and studying as he grew older. By far the most intelligent of the village children, his mother proudly sent him off to embark on his quest to become a wizard at the age of 16.
Ignus found himself shunned from many towns and cities thanks to his charcoal skin, but refused to abandon his calling. He spent years sneaking into academy libraries, watching spellcasters from afar, and taking odd jobs that might further his abilities. Finally, in his mid-20s, a young but talented wizard simply known as Arius discovered Ignus reading an ancient and often ignored text in a library basement. He took him under his wing and encouraged him to continue honing his magic. Eventually, Ignus became quite good - and he and Arius began traveling together, seeking out the big questions they both had. Ignus even began to glimpse visions - the past? The present? Some even seemed to be of future events, but they were always foggy.
Now traveling on his own, Ignus has arrived in Saballi to search out his next quest, and hopefully, more knowledge.
I keep getting an error now that is saying I manipulated die results (which I did not). Started showing up once I did a reroll (but I kept the first result, so not sure why). Anyway, what I copy and pasted is what it should actually be.
Also, whoo for disadvatage on ranged attacks cause ranger's only get a longbow to start and Halfling's have disadvantage on use of weapons with that heavy property.
Name : Kellin Race & Class: Forest Gnome Wizard Age: 25 Alignment: LN Zodiac: Dragon Stats: str 9, dex 14, con 15, int 20, wis 11, cha 8. Perk: 5 Shortcoming: 10 Fear: 22 Background: Sage.
Kellin is a scholar and sage of well-known abilities. He has studdied at a central place of learning. Recently he has been requested to meet one of his contacts about a job.
Perk: 8 Swift, you have add an additional 10ft to your base movement.
Shortcoming: 1 Weak, Permanent -2 to STR. You cannot use heavy weapons and you have permanent disadvantage on STR checks and saves.
Fear: 2 Thantophobia (Fear of dying)
Background:
Ignus was born to a mortal half-elf mother and a djinn during a time of great turmoil across the Elemental Planes. His father and some companions were seeking refuge in the mortal plane, and spent quite a bit of time in his mother's village before moving on. Many of the djinns had Genasi children there - Ignus was one of seven. When one may have been shunned, the sudden and undeniable presence of seven of these incredible beings could not be ignored. The village brought them up and eventually began to model themselves after the most prominent Genasi. Ignus was not one of them. While the others grew into confident soldiers with fiery personalties, Ignus questioned what the deeper meaning of their existence was. What did it mean to be essentially trapped between the mortal and elemental planes? What responsibilities did they have to their innate powers and bloodline? Where did they fit amongst the cosmos? Ignus yearned for knowledge and for answers, and spent more and more time reading and studying as he grew older. By far the most intelligent of the village children, his mother proudly sent him off to embark on his quest to become a wizard at the age of 16.
Ignus found himself shunned from many towns and cities thanks to his charcoal skin, but refused to abandon his calling. He spent years sneaking into academy libraries, watching spellcasters from afar, and taking odd jobs that might further his abilities. Finally, in his mid-20s, a young but talented wizard simply known as Arius discovered Ignus reading an ancient and often ignored text in a library basement. He took him under his wing and encouraged him to continue honing his magic. Eventually, Ignus became quite good - and he and Arius began traveling together, seeking out the big questions they both had. Ignus even began to glimpse visions - the past? The present? Some even seemed to be of future events, but they were always foggy.
Now traveling on his own, Ignus has arrived in Saballi to search out his next quest, and hopefully, more knowledge.
Name : Kellin Race & Class: Forest Gnome Wizard Age: 25 Alignment: LN Zodiac: Dragon Stats: str 9, dex 14, con 15, int 20, wis 11, cha 8. Perk: 9 Shortcoming: 2 Fear: 86 Background: Sage.
Kellin is a scholar and sage of well-known abilities. He has studdied at a central place of learning. Recently he has been requested to meet one of his contacts about a job.
Hmmm, a bit bare bones for my liking... But you pass. I'll add you to the roster
For the past 500,000 years, The Terral Universe has been divided by two Warring factions... The noble Ascended, and the evil Hell Knights. Though their conflicts brought rage and ruin to many countless worlds, none were less fortunate than Terris (Earth). Mortals of this world are born and raised in harsh and dangerous conditions, and often times their homes are the targets for the Hell Knights horrible raids. To help combat the wickedness, the old high king of Terris sent word to any nations that would listen to his plea and formed the allied forces known as "The Terral Alliance". However, the Hell Knights were also gathering allies, and swayed any followers with false promises of godhood to form a sub faction of their own... "The Legion of the End." Since then, the factions have been more hostile to one another than ever before.
As the Millennia passed, the war continued to rage on. With no clear winner to be determined or estimated. Sadly though, it's been taking it's toll on the weak or less fortunate more than usual as of late. With many hamlets being burned to the ground in the night from unexpected Hell Knight raids, families murdered out of fear and suspicion for working for an enemy faction, even many of the animals found them selves choosing sides. The World has become more inhospitable, with it's fate to be determined by the winning side. The Alliance wishes to restore the world and bring back peace and love, while keeping the influence of the Legion and the Hell Knights at bay. The Legion of the End however, wish to destroy the world, and rule over the universe as it's new gods and masters. Bringing with them a new era of death and chaos.
The Day of fate is coming ever closer, Who shall rule? The Ascended children of the heavens? Or the devilish power of the Hell Knights?
Greetings Adventures, Welcome to my first Champaign on the forum. It's a Homebrew story of my design... and likely one of my most ambitious. The Story in a nut shell is that The God of the Underworld is fighting for control over the multiverse, So he's sending his army (The Hell Knights) to try and conquer it. The Other Deities are trying to stop him, and are sending their own forces (The Ascended) to stop them. The Players, are just caught in the middle of it all. What THEY do and what happens is determined by their actions and choices, the over all goal is varied and cannot be disclosed with out major story spoilers.
Anyway for those of you interested in joining, here's my list of rules and recomendations.
Dagonborn
- Instead of a 5 by 30ft line of acid, Copper Dragonborn have a 15ft cone lighting breath weapon. Resistance is swamped from Acid to Lightening
- Instead of a lighting breath weapon, Bronze Dragnborn have an acid one. Resistance is Swapped from Lightning to Acid
- Instead of Fire, Brass Dragons now have a Poison breath weapon. Range remains the same, but resistance is swapped from fire to Poison
- Being the descendants of the great lizards, their lifespan is increased from 80 to 500 years. Maturity remains the same
Tortle
- Tortles gain one additional starting language
- As descendants of the great lizards, their lifespan has increased from 50 to 600. Maturity has been increased from 15 to 17.
Kobolt
- Kobolts have their own language, "Koboltian". Which they start with along side their current ones
- As descendants of the great lizards, their life span has increased from 150 to 450. Maturity remains the same
- There are no winged kobolts in this campaign, but they can receive them from feats
Lizardfolk
- Lizardfolk have a swim speed of 40ft
- Lizard Folk can hold their breath for X hours. (x = Constitution modifier. has a minimum of 1)
- Being the descendants of the great lizards, their lifespan is increased from 60 to 360. Maturity remains the same
Orcs and Half Orcs
- There are Three Clans of Orc, The Hemoth Clan, The Roc Clan, and The Remnants of the Nerga Clan . Players who play as these two races may either be from the clans or independent.
- Orcs and half-orcs are a warrior race, they retain their youth to fight longer (they stop physically aging once they mature, but old age can still kill them). Therefor their lifespan is equal to that of elves, but they mature at the age of 10.
-Terril Orcs are a Stone blue in coloration
Tiefling
-Tieflings, stop aging when they reach maturity... but have the same lifespan as before.
Perks Roll 1d10
1. Strong, permanent +2 to STR. You May also use two-handed weapons with one hand without rolling disadvantage.
2. Dexterous, Permanent +2 to DEX. You also gain proficiency with all ranged weapons, doubling it if you already have it.
3. Resilient, Permanent +2 to CON. You also gain an additional 2 hp for your max every level.
4. Smart, Permanent +2 to INT. You also gain one Cantrip of your choosing.
5. Wise, Permanent +2 to WIS. You Also gain Proficiency in either Survival or Perception. Doubling your choice if you already have it.
6. Convincing. Permanent +2 to CHA. You Also gain Proficiency in any CHA skill of your choice. Doubling it if you already have it.
7. Fasting, you need only half as much food and water to survive.
8. Swift, you have add an additional 10ft to your base movement.
9. Quick Healer, You gain the same benefits from a long rest when taking a short one.
10. Poly Lingual, you gain an additional starting language
Drawback, Roll 1d10.
1. Weak, Permanent -2 to STR. You cannot use heavy weapons and you have permanent disadvantage on STR checks and saves.
2. Clumsy, Permanent -2 to DEX. You have permanent disadvantage to all DEX checks and saves.
3. Sickly, Permanent -2 to CON. Diseases and Poisons Ignore any resistances and immunity you have, and affect you as if you don't have them.
4. Stupid, Permanent -2 to INT. Permanent disadvantage to all INT Checks and saves
5. Oblivious, Permanent -2 to WIS. Permanent Disadvantage to all WIS checks and saves.
6. Ugly, Permanent -2 to CHA. Permanent Disadvantage on CHA checks and saves.
7. Gluttonous, you require twice as much food to survive. if you didn't need to eat, now you do.
8. Slow, you have -10ft base movement speed.
9. Light Sleeper, you can only gain benefits from a short rest, even if you take a long one.
10. Foreign, You cannot have "common" as a starting language, and cannot learn it.
Fears, Roll 1d100
1-2. Thantophobia (Fear of dying)
3-4. Pyrophobia (Fear of Fire)
5-6. Cryophobia (Fear of cold)
7-8. Astraphobia (Fear of lightening)
9-10. Dracophobia (fear of dragons)
11-12. Necrophobia (fear of the dead)
13-14. Aquaphobia (fear of water)
15-16. Hemophobia (fear of blood)
17-18. Nyctophobia (fear of darkness)
19-20. Clourophobia (Fear of clowns)
21-22. Demonophobia (fear of demons)
23.24. Autophobia (fear of being abandoned)
25-26. Herpophobia (fear of reptiles)
27-28. Claustrophobia (fear of closed spaces)
29-30. Ornithophobia (fear of birds)
31-32. Phasmophobia (fear of ghosts)
33-34. Entophobia (fear of bugs)
35-36. Basophobia (fear of falling)
37-38. Aviophobia (fear of flying)
39-40. itchyophobia (fear of fish)
41-42. Acrophobia (fear of hights)
43-44. Arachnophobia (fear of spiders)
45-46. Phobophobia (fear of fear itself)
47-48. Agrophobia (fear of open places)
49-50. Spectrophobia (fear of mirrors)
51-52. Bathophobia (fear of depth or deep places)
53-54. Zoophobia (fear of animals)
55-56.Agilophobia (fear of pain)
57-58. Galeophobia (fear of sharks)
59-60. Taphophobia (fear of being burried alive)
61-62. Photophobia (fear of light)
63-64. Monophobia (fear of being alone)
65-66. Ophidiophobia (Fear of snakes)
67-68. Toxiphobia (fear of being poisoned)
69-70. Mysophobia (fear of filth)
71-72. Thalassophobia (fear of the ocean)
73-74. Xenophobia (fear of the unknown)
75-76. Technophobia (fear of technology)
77-78. Atychiphobia (fear of failure)
79-80. Gephyrophobia (fear of bridges)
81-82. Trypophobia (fear of holes)
83-84. Ailurophobia (fear of cats)
85-86. Ombrophobia (fear of rain)
87-88. Cynophobia (fear of dogs)
89-90. Ranidaphobia (fear of frogs)
91-92. Enchophobia (fear of crowds)
93-94. Chritophobia (fear of bats)
95-96. Musophobia (fear of rodents)
97-98. Haphephobia (fear of being touched)
99-100. Panophobia (fear of everything)
The reason for this is, is that a TPK is scripted to happen in the early stages of the story... the hole party WILL die in the story, but the campaign will continue on as if they didn't die... you'll see how if you choose to play.
So you've made it to the part for building the character? Guess that means I didn't scare you off with all the strange and unusual additional rules I set. So here's what you need for submitting a character.
Name : (First) (Last [Optional])
Race & Class: (If Homebrew, let me know first)
Age: (keep to official books unless I say otherwise or if homebrew)
Alignment: (Your Moral compass if you please)
Zodiac: (choose an Animal from the Chinese Zodiac, do not pick one someone else has chosen)
Stats: (you get one free 18 [Cannot be sanity], the rest you roll for [safe for Sanity which starts at 10]) (always keep a backup for your stats, as Sanity doesn't have an official slot)(Do NOT reroll 1's)
Perk: (Roll 1d10 and refer to an earlier chart)
Shortcoming: (Roll 1d10 and refer to the drawbacks chart)
Fear: (Roll 1d100, refer to the fear chart)
Background: (tell your character's backstory here)
(link your sheet at the bottom)
-One more thing of note, for the story you each were on a small coastal town known as "Saballi" where you are meeting up with a contact who is going to give you a special job, why you are doing said job is up to you... just expect to do more once it's finished.
Q&A
Q: Can we use Unearthed Arcana content?
A: Yes, you may. As it is Official Content and Homebrew is allowed.
Q: The Shortcoming "Light Sleeper", do we not get spell slots back... Ever?
A: No, you will regain them... It's just Your HP that's taking the hit.
Q: My Perk conflicts with my Shortcoming, what happens to me?
A: They Neutralize, and you gain neither of their effects.
The Roster so far
Approved:
Ignus Olocan the Fire Genasi Wizard (Tiger)
Verna Goodbarrel the Lotusden Halfling Ranger (Rabbit)
Kellin the Forest Gnome Wizard (Dragon)
Treenja Pa'Jah the Tabaxi - Rogue (Monkey)
Argadan Krash the Human sorcerer (Snake)
Tharadin Blackbone the Mountain Dwarf Cleric of the Forge (Ox)
Battle Offices 082378 (Bo) the Warforged Fighter (Ram)
Tethys the Triton Sorcerer (Rooster)
Ton the Half-Orc Fighter (Dog)
James Morax the Human Fighter (Horse)
Vanille Lumani'i the Ghostwise Halfling / Light Cleric (Rat)
Fennys Swiftwhistle the Lightfoot Halfling Bard (Boar)
[[AS OF 5/10/2020, ALL SLOTS HAVE BEEN FILLED]]
Fair wells:
Quintillion "Quinn" Amakiir the Eladrin Bard (Rooster) [Country life on the upper continent]
Extras:
Terris Map (Lower Continent) - https://drive.google.com/file/d/1Z8jZPuO9HgVfpkL1-wslSiA6mEGwL_lA/view
Beyond Campaign link - https://ddb.ac/campaigns/join/1099592561882748
"Why do we fight? That is the question of war"
Interested, but it depends on the complexity when creating the character if i acutally participate
Ability scores: 10 15 17 16 14
Rolls for perks, drawbacks, fears; 5 8 26
Reroll for one ability score: Ability scores: 13
Name : Argadan Krash
Race & Class: Human, Variant - Sorcerer, Psionic Soul
Age: 27
Alignment: Neutral Good
Zodiac: Snake
Stats: 12;16;13;14;12;18 with all modifiers applied
Perk: Quick Healer, You gain the same benefits from a long rest when taking a short one.
Shortcoming: Sickly, Permanent -2 to CON. Ignore resistance and immunity to poison damage.
Fear: Clourophobia (Fear of clowns)
Background: Criminal Spy
https://ddb.ac/characters/27659256/UMvCWy
Backstory is still WIP
Also i used UA, i assume its allowed since homebrew is allowed as well.
Name: Verna Goodbarrel
Race & Class: Lotusden Halfling Ranger (Would like to go Fey Wanderer from Unearthed Arcana)
Age: 25
Alignment: Neutral Good
Zodiac: Rabbit
Stats: 18, 14, 11, 7, 16, 10, Sanity 10
Perk: 4 - Convincing. Permanent +2 to CHA. You Also gain Proficiency in any CHA skill of your choice. Doubling it if you already have it.
Shortcoming: 5Fear: 34 - Ophidiophobia (Fear of snakes)
Rerolling Shortcoming: 5 - Light Sleeper, you can only gain benefits from a short rest, even if you take a long one.
Background: Outlander
Verna was born to a family that had one goal. They lived near a place where the Feywild and Material plane were very close together, making it easy for fey to come and go as they pleased. They guarding the boarder, ensuring that the fey who tried to get through were not leaving to do harm to the world, and any dangerous fey that came to seek them out they destroyed, much to the satisfaction of the good aligned fey they would often meet and interact with. She learned from a young age how to differentiate between evil and good fey, and how to interact with them without drawing to much attention to herself. Their family also would help lost people who had wandered into the Feywild and hadn't managed to escape, leading them out and back to the Material Plane before any fey took notice of them.
When Verna came of age, she decided to travel the world and seek out other places where the Feywild and Material Plane were very close together, and try to find other people willing to guard those boarders to ensure that the boarders remained safe and the Material Plane wasn't invaded by the Feywild any time soon. She also sought out rumors of dangerous fey and tried to destroy them before they could do real damage, though by herself this often proved difficult to accomplish.
Her newest failure of trying to drive off a sea hag who was seeking out others to start a coven had failed, leaving her with her life and three large scars on her cheek that served as a reminder that she wasn't as strong as she thought she was. After a few days of recovering, she continued to track the hag, though by the time she found it again she had found others and was too powerful to take on. She left in defeat, swearing to return and defeat them.
Dndbeyond Character Link:
https://ddb.ac/characters/28040656/xvkZqL
PDF Link:
https://drive.google.com/file/d/1xaSqgdHiP-lr8ryuVXS0DOb9fUi64zdG/view?usp=sharing
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
UA content is allowed, So if it's a fey you'd like your're more than welcome to
"Why do we fight? That is the question of war"
Cool, also, if i never get the benefit of a long rest does that mean i'll never regain spell slots when I get them? Since I rerolled and got that and I'm guessing i can't go back and use my original roll for what i got for drawback
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Name : Ignus Olocan
Race & Class: Fire Genasi Wizard
Age: 25
Alignment: Neutral Good
Zodiac: Tiger
Stats: Ability scores: 11 15 14 11 18
Perk: 5 Reroll: 7 Strong, permanent +2 to STR. You May also use two-handed weapons with one hand without rolling disadvantage.
Shortcoming: 8 Weak, Permanent -2 to STR. You cannot use heavy weapons and you have permanent disadvantage on STR checks and saves.
Fear: 5 Thantophobia (Fear of dying)
Background:
Ignus was born to a mortal half-elf mother and a djinn during a time of great turmoil across the Elemental Planes. His father and some companions were seeking refuge in the mortal plane, and spent quite a bit of time in his mother's village before moving on. Many of the djinns had Genasi children there - Ignus was one of seven. When one may have been shunned, the sudden and undeniable presence of seven of these incredible beings could not be ignored. The village brought them up and eventually began to model themselves after the most prominent Genasi. Ignus was not one of them. While the others grew into confident soldiers with fiery personalties, Ignus questioned what the deeper meaning of their existence was. What did it mean to be essentially trapped between the mortal and elemental planes? What responsibilities did they have to their innate powers and bloodline? Where did they fit amongst the cosmos? Ignus yearned for knowledge and for answers, and spent more and more time reading and studying as he grew older. By far the most intelligent of the village children, his mother proudly sent him off to embark on his quest to become a wizard at the age of 16.
Ignus found himself shunned from many towns and cities thanks to his charcoal skin, but refused to abandon his calling. He spent years sneaking into academy libraries, watching spellcasters from afar, and taking odd jobs that might further his abilities. Finally, in his mid-20s, a young but talented wizard simply known as Arius discovered Ignus reading an ancient and often ignored text in a library basement. He took him under his wing and encouraged him to continue honing his magic. Eventually, Ignus became quite good - and he and Arius began traveling together, seeking out the big questions they both had. Ignus even began to glimpse visions - the past? The present? Some even seemed to be of future events, but they were always foggy.
Now traveling on his own, Ignus has arrived in Saballi to search out his next quest, and hopefully, more knowledge.
Character sheet (will update stats): https://www.dndbeyond.com/profile/Billtacular/characters/13501915
I keep getting an error now that is saying I manipulated die results (which I did not). Started showing up once I did a reroll (but I kept the first result, so not sure why). Anyway, what I copy and pasted is what it should actually be.
DM - Above & Below
Also, whoo for disadvatage on ranged attacks cause ranger's only get a longbow to start and Halfling's have disadvantage on use of weapons with that heavy property.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
You will, it's just your HP that will need to be rolled when you rest up
"Why do we fight? That is the question of war"
Ah, got it
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Ability scores: 15 14 13 14 9
Name : Kellin
Race & Class: Forest Gnome Wizard
Age: 25
Alignment: LN
Zodiac: Dragon
Stats: str 9, dex 14, con 15, int 20, wis 11, cha 8.
Perk: 5
Shortcoming: 10
Fear: 22
Background: Sage.
Kellin is a scholar and sage of well-known abilities. He has studdied at a central place of learning. Recently he has been requested to meet one of his contacts about a job.
https://ddb.ac/characters/26455612/AgbPpv
b
guessing i won't be able to swap out the longbow for a shortbow so i can actually use it correct
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Not to go into spoilers, but you picked the perfect Zodiac for your Character. Since it's complete and I don't see any issues. He's approved
"Why do we fight? That is the question of war"
I'll allow it. i'm in a good mood today
"Why do we fight? That is the question of war"
Awesome! Really excited about this one, thanks.
DM - Above & Below
You are a kind and gracious dungeon master
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Hmmm, a bit bare bones for my liking... But you pass. I'll add you to the roster
"Why do we fight? That is the question of war"
Sheet updated with backstory. Still working on expanding it
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
I'm linking what I see, Worry not... you ill be going back to the sea ;) . You are approved
"Why do we fight? That is the question of war"
I want to ask again: i used UA. Is it allowed or not?
It is :)
"Why do we fight? That is the question of war"