How would you apply the Chaos Gods and their followers to a DnD 5e setting? Does 5e already have an equivalent to the Chaos Gods that I'm unaware of? How would you stat a chaos demon/cultist as opposed to a regular demon/devil/cultist?
If I were going to do that, I'd just have a Warhammer campaign in 5E. I'm firmly of the belief that the Ruinous Powers would by their very nature defeat and/or absorb the portfolios of the other gods (save for Ao the Overgod); any attempt for the gods and their clerics to outdo them would only empower them. For instance, war domain gods such as Tyr, Bahamut, Bane and Hoar would find themselves in a losing battle against Khorne because that's what gives him his power. Nurgle would not be defeated by life or death domain deities because he represents the cycle of such things, however grotesque he does so. You could well have a Faerun world where the Chaos Gods have overtaken the old, and now their minions spread across the realm with a few bastions of hope here and there (as even in the End Times of Warhammer Fantasy, faithful of Sigmar could still draw upon His power).
As for statting, depending on which cult the players are up against I'd outfit the NPCs with different domain equipment and spells. You can quite simply take just about any antagonist humanoids like bandits and cultists or generic spellcaster NPCs and give them reworked or additional spells: Nurgle will likely work with necromancy and poisonous spells (be sure to rename them extra flavour); Slaanesh would likely have charm and illusory spells; Tzeentch would probably have banishment/Maze sort of spells; and Khorne wouldn't really have many spellcasters, but you could give Rage buffs and other feats of strength to his faithful.
Recently the DM for a homebrew campaign I'm playing reflavoured kobolds as Skaven-like beings, which are technically beasts of Chaos (though not strictly Beastmen), so you could easily do that. Look at their army roster and you'll find plenty of things you can reflavour for Stormvermin, Poison Globadiers, Ratling Gunners and Rat Ogres. Beastmen, again, are vile parodies of natural life and you can probably do something with minotaurs and other wereanimals.
I hope that helps, and I wish you luck! Blood for the blood god! Skulls for the skull throne!
Rollback Post to RevisionRollBack
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
@DmonicPlague I'm not quite sure if I understood you correctly by "How would you apply the Chaos Gods and their followers to a DnD 5e setting?"
Do you mean like an adventure in Neverwinter Waterdeep or Ferune ie not Bögenhafen or the warhammer old world setting?
personally I'd grab my ancient WHRP 1st edition and The Enemy Within campaign and try running it with D&D 5e rules, magic and priest spells seem like the most tricky area to convert
Rollback Post to RevisionRollBack
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
To post a comment, please login or register a new account.
How would you apply the Chaos Gods and their followers to a DnD 5e setting? Does 5e already have an equivalent to the Chaos Gods that I'm unaware of? How would you stat a chaos demon/cultist as opposed to a regular demon/devil/cultist?
If I were going to do that, I'd just have a Warhammer campaign in 5E. I'm firmly of the belief that the Ruinous Powers would by their very nature defeat and/or absorb the portfolios of the other gods (save for Ao the Overgod); any attempt for the gods and their clerics to outdo them would only empower them. For instance, war domain gods such as Tyr, Bahamut, Bane and Hoar would find themselves in a losing battle against Khorne because that's what gives him his power. Nurgle would not be defeated by life or death domain deities because he represents the cycle of such things, however grotesque he does so. You could well have a Faerun world where the Chaos Gods have overtaken the old, and now their minions spread across the realm with a few bastions of hope here and there (as even in the End Times of Warhammer Fantasy, faithful of Sigmar could still draw upon His power).
As for statting, depending on which cult the players are up against I'd outfit the NPCs with different domain equipment and spells. You can quite simply take just about any antagonist humanoids like bandits and cultists or generic spellcaster NPCs and give them reworked or additional spells: Nurgle will likely work with necromancy and poisonous spells (be sure to rename them extra flavour); Slaanesh would likely have charm and illusory spells; Tzeentch would probably have banishment/Maze sort of spells; and Khorne wouldn't really have many spellcasters, but you could give Rage buffs and other feats of strength to his faithful.
Recently the DM for a homebrew campaign I'm playing reflavoured kobolds as Skaven-like beings, which are technically beasts of Chaos (though not strictly Beastmen), so you could easily do that. Look at their army roster and you'll find plenty of things you can reflavour for Stormvermin, Poison Globadiers, Ratling Gunners and Rat Ogres. Beastmen, again, are vile parodies of natural life and you can probably do something with minotaurs and other wereanimals.
I hope that helps, and I wish you luck! Blood for the blood god! Skulls for the skull throne!
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
@DmonicPlague I'm not quite sure if I understood you correctly by "How would you apply the Chaos Gods and their followers to a DnD 5e setting?"
Do you mean like an adventure in Neverwinter Waterdeep or Ferune ie not Bögenhafen or the warhammer old world setting?
personally I'd grab my ancient WHRP 1st edition and The Enemy Within campaign and try running it with D&D 5e rules, magic and priest spells seem like the most tricky area to convert
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again