I have some players that have chosen to follow some of the ancient gods of Egypt. So, I want to grant them the ancient Egyptian language. However, I don't see any Homebrew creation method that would allow me to do so. Does anyone have any ideas, or suggestions, to help me achieve this??
Piece of cake. Whether you choose Archaic, Demotic, or Coptic, just have the player pull up their character sheet on DNDBeyond, click "Proficiencies & Languages" - "Add New Proficiences" - "Custom Language".
As far as incorporating that language into the campaign, that'll be your job. Maybe define a region where that language is spoken, so only those proficient characters will be able to communicate with the locals. Or maybe throw some ancient texts or scrolls into the plot line that are written in that language, so only the proficient characters can decipher them.
One of the limitations we often deal with in D&D is that the campaign world is home to dozens of languages, but most of us as players only know one or two. So "Common" typically becomes the default for nearly all interaction, as if our characters were all wearing a Star Trek universal translator. So it would be a refreshing twist to actually employ a required language proficiency to be able to move the plot forward or to access certain information or treasure.
Awesome! It was staring at me the whole time and I didn't see it. Thank you. This is going to be a lot of fun with only 2 of 6 PC's being able to communicate with the locals as they cross the whole of Egypt.
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I'm an indestructible master of war! -- Disturbed
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I have some players that have chosen to follow some of the ancient gods of Egypt. So, I want to grant them the ancient Egyptian language. However, I don't see any Homebrew creation method that would allow me to do so. Does anyone have any ideas, or suggestions, to help me achieve this??
I'm an indestructible master of war! -- Disturbed
Piece of cake. Whether you choose Archaic, Demotic, or Coptic, just have the player pull up their character sheet on DNDBeyond, click "Proficiencies & Languages" - "Add New Proficiences" - "Custom Language".
As far as incorporating that language into the campaign, that'll be your job. Maybe define a region where that language is spoken, so only those proficient characters will be able to communicate with the locals. Or maybe throw some ancient texts or scrolls into the plot line that are written in that language, so only the proficient characters can decipher them.
One of the limitations we often deal with in D&D is that the campaign world is home to dozens of languages, but most of us as players only know one or two. So "Common" typically becomes the default for nearly all interaction, as if our characters were all wearing a Star Trek universal translator. So it would be a refreshing twist to actually employ a required language proficiency to be able to move the plot forward or to access certain information or treasure.
Good luck.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Awesome! It was staring at me the whole time and I didn't see it. Thank you. This is going to be a lot of fun with only 2 of 6 PC's being able to communicate with the locals as they cross the whole of Egypt.
I'm an indestructible master of war! -- Disturbed