Looking for creative and crafty players not afraid to goof off, if enough people are interested, I might run a second more serious RP campaign on Saturday nights with 4hour sessions. Do not be afraid to make dark characters. Also, I have list of approved homebrew races at end of post. Reply with Pronouns, Character idea (name, race, classes, subclasses), backstory. This is a completely homebrew champaign, loosely following 5e rules mostly for combat purposes rules are below if you want to see differences.
Current Party:
Lv. 2 in main class, Lv 1 in secondary class
Each character has at least: Main weapon, Secondary weapon, very minor magical item, common clothes, bag of holding, armor, food, water, 50g.
Sithor (new player) Elf Rouge Ranger, "stealing and killing is not a problem."
Gell (Experienced player and DM for another game) Half Orc Fighter Articifer, "I must defend the land and its people, but my friends come first." might be stitched for Mirium soon;
human Druid Cleric, "It is my duty to keep this evil at bay and protect the lands, no Mirium destroy everything!"
Grungle (moderately experienced player) Grung Paladin Bard, "I'd rather have fun adventuring then attend to my duties, anyone adventuring with me is for my amusement my people still come first."
Fyre (NPC) Half Elf Sorcerer Warlock, "I hate death, let me bring them back so we can be friends."
Niafell
In a monstruous demon filled world with dark magic, demons and other monstrous beings roam freely, terrorizing the inhabitants. The world is plagued by chaos and destruction, as the demons use their immense power and dark magic to wreak havoc. Magic is often practiced by those who have given into the darker impulses of their nature and seek to gain power and control over others. The world is plagued by mysterious and supernatural events, with dark forces lurking in the shadows and seeking to exert their influence over the populace. People live in fear of the unknown, of curses and hexes, and of the dark magic users who wield immense power and control.
The use of magic, especially dark magic, is forbidden and shunned by the majority of the population, who live in constant fear of being targeted by demons. However, some individuals are drawn to the power and control that dark magic offers, and they enter into a pact with the demons in exchange for their services. These dark magic users are seen as even more dangerous and unpredictable than the demons themselves. They have become arrogant and power-hungry, reveling in the destruction they wreak and the fear they inspire. They are the gatekeepers to the world of demons, and they use their magic to summon and control the monstrosities that roam the land.
In this world of dark magic and monstruous demons, the air is thick with malevolent energy and the scent of brimstone. The sky is often a sickly hue of red, orange, or purple, signaling the presence of demons and monstrosities. The land is dotted with ruins and wreckage, evidence of the destruction wrought by the demons. Buildings are dilapidated and abandoned, their once proud structures now reduced to rubble and ash. The only signs of life are small, isolated communities huddled together for protection, living in fear of the demons that roam the land.
However, there are also those who possess the courage and strength to fight against the darkness. They are the rebels, warriors, and misfits who use their own magical abilities to protect their communities, bring hope to the world, or simply find their place in the world. They are the ones who stand in the face of evil, fighting to end the reign of the demons, and to restore balance to the world.
Rules:
Safe space: DND should be a safe place for everyone. If any payer is uncomfortable with another please speak up, see social contract following rules.
Use D&D E5 rules unless otherwise specified by DM:
The World: No guns or otherworldly items, characters, etc. This is a dark high fantasy world.
Meta-gaming: Actions won’t be allowed at discretion of DM, take notes of what your character knows.
Meta-chatting: For roleplay purposes you can chat on discord sever in the past at specific places (back at x tavern), as long as it is light banter. If we left off out of combat, you can chat freely in the present.
Meta-naming: As long as the party agrees a nickname can be used to replace name of NPC to be used as if you are using its real name. Ex. Ogre that helps party may be called Shrek.
NPCs: You can hire NCPS, you keep track of stats DM creates stat block and controls NPC. Hires, familiars, and other allies take their action(s) on the same turn as the player commanding them using you bonus action. Hirelings have loyalty value.
Rule of cool: If you wish to do something “cool” if it is deemed cool unanimously by the table except DM you can do it with appropriate roll if applicable (do not abuse).
Rolling with emphasis: If action you want to take is high risk/reward or mundane task almost guaranteed to succeed the DM may ask you to roll with emphasis where you roll 2d20 and take closest to 1 or 20.
PvP: PVP enabled (including stealing) for legitimate reasons, however PCs have natural affinity towards each other as if they have something similar about them, yet the PCs can’t put their finger on it.
Soloing: If you break from the main group your adventures become text based. Highly advised against.
Missed Sessions: If you cannot make it to one session you can make a small backstory for activities when not with the rest of players or assign control of your character to DM or player.
Magic Items:
All magical weapons and armor require attunement (long rest while on person) unless they just apply an attack/AC bonus or require specific rituals.
Bags of holding have infinite space, don’t take damage putting items in them, creatures inside can damage it, creatures can attack it, and do not create black holes.
Potions can be drunk as a bonus action.
Exhaustion and survival mechanics:
Starting Equipment:3 days’ worth of rations and a backpack, nothing else, new characters join with equipment relatively equal to rest of party.
Exhaustion Level Effects:
Disadvantage on ability checks
Speed halved
Disadvantage on attack rolls and saving throws
Hit point maximum halved
Speed reduced to 0
Death
Food: Eat minimum of two meals a day, 2 snack like options count towards a meal (ex. an apple and a sweet roll) if requirement not met add level of exhaustion. Note: poor diet can affect character.
Water: Must have three drinks of water or other hydrating liquid a day, salt water automatically gains one level of exhaustion otherwise if requirement is not met gain level of exhaustion.
Travel: 1 hex on world map is 8 miles, 4 hexes can be traveled in an 8hr day walking or on horseback. If traveling on foot you must eat an additional meal and rest or gain a level of exhaustion every 8hr. walking.
Environment: Every 6hr in harsh environment without proper gear gain 1 level of exhaustion. Hot environments double water required (6 drinks). Difficult terrain halves movement speed (2 hexes).
Cleanliness: If dirty or soiled saves against disease are at disadvantage. Heavily dirty or soiled random chance at acquiring a disease 1d20 DC 5 every 12hr.
Sleep: must have minimum 5hr of sleep/4hr meditation for elves each day or gain 1 level of exhaustion.
Short rest: 2hr gain 1 hit die if time used to bandage wounds of something equivalent 2 hit die if you use something with healing properties applied to the wound (ex. A herb). 3 hit die if you use something unexpected that would have great effect (ex. Using burning coal to cauterize the wound and then applying both an herb and bandage).
Long rest: typically, 8hr, you regain hit dice up to players level divided by 2 rounded down, if you ate proper amount of food and min. 6hr sleep. 2 hr. can be light activity such as treating wounds, cleaning weapons, reading, etc.
Break: at least 3 days, recover to full hp and decide activities you do during this time. Activities cannot include combat or other non-relaxing activities. If activities are used for things like training, you can gain proficiency in tool, weapon, or language after training for 10 weeks but do not get hp if training for weapon. Spell casters can use time to develop a spell which would change type of damage from one spell, they know to another type of damage this takes 14 days. Activities that will allow full hp recovery are things like talking to NCPs, worship, sleeping in, etc. D&D 5e Downtime Activities – GM's Den (gmsden.com).
Money: copper, silver, gold, platinum 100 coins of lower grade is equivalent of higher grade must have exact change or you might have to overpay. Imperial versions of coins appear in some places and Blue, Red, Yellow for some places.
Battle rules:
Line up: as a team you can determine your order of attack instead of rolling initiative, as team you roll against enemies. You have an advantage on this roll if attack is unexpected by enemies. Players can lower their Initiative.
Flanking: gives attack roll advantage, flanking is being behind enemy, enemy will turn around if attacked from behind unless another ally is on other side.
Prone: Standing from prone allows attacks of opportunity.
Inspiration: Inspiration gives a reroll, not an advantage. Inspiration is given at DMs discretion, max 3.
Critical Success: Skills and attacks can be critical successes or misses. Critical hits do max damage plus normal roll plus modifiers.
Critical misses: If you roll a 1 on an attack roll, roll a D4.
attack backfires roll a D4 for levels 1-7 or roll a D8 level 8 or higher, take that much damage.
roll as if you had rolled a 1, take half damage.
deal 1 damage to enemy and weapon.
the attack misses.
Weapon damage must be recorded and when damage reaches 5, 10, and 20 notify DM, depending on weapon type weapon is destroyed at either 5, 10, or 20 damage. Damage can also be done through miss use or failing to maintain weapons. Armor takes 1 damage when hit by critical strike. Mending, with rules applied, restores the weapon. A qualified blacksmith or craftsman can also restore weapons.
Aimed strikes: You can call where on an opponent you are trying to hit and can lead to loss of limbs and other body parts; NPCs can do this too.
Realistic Combat: E5 rules are loosely followed for example if in a covered wagon and someone throws a fireball you do not get advantage from cover, instead you have disadvantage as the highly flammable canvas burns around you.
Subduing: A PC can choose to attack with aim of subduing a creature rather than killing it, HP reaches 1 instead of 0 as long as last attack isn’t over-kill or creature resists it is subdued.
Bloodied: Bloodied condition is applied when at half maximum HP, Very Bloodied condition applies at quarter HP. A player must call out (meta or in game) that they are bloodied and very bloodied unless purposely trying to hide their wounds (can be viewed by perception verse stealth check). Not all monsters have bloodied status, but perception check can be attempted to view status.
Death saving throws: these are made by DM and not shared with player.
Death: If killed, you make new character at level of other characters and must find reason to join the remaining party.
Leveling and character creation:
When creating a character, you start at level 0 or the same level as other PCs.
Create a backstory, pick a race (and lineage if wanted), and a class at level 0 race, class, linage, and backstory can’t grant proficiencies (items or skills) or use of magic, these will apply at level 1.
Note: Choose class that fits backstory as lv 0, you can add levels in other class to start but you will want trained/born to become something ex. Paladin joins order, Sorcerer is born with magic for certain reason, mock trained somewhere, warlock made pact, etc. Ex. You want to play undead creature but not choose an undead race, then undead warlock is lv. 0 class (Don’t make level 0 a fighter, rouge, barbarian, or ranger unless it is specific to your backstory, these can easily be learned on adventure).
Multiclassing: At lv. 1 you gain a free level in another class and level 0 class, every third level up (3, 6, 9, 12, 15, and 18) you gain a free level in this other class. You can triple class if you match prerequisites for classing out of main class and are properly trained, just don’t abuse absurd combinations and note your abilities might lack others as you are choosing to put level that would have gone to main class into another (the free multiclass levels is meant to avoid this along with allowing you to have more diverse play style and cover any deficiencies the party may have i.e. not having a healer or other magic user).
To gain proficiencies in items or skills or use of magic you would normally get at level up you must also have practice using skill/feature or item:
Armor: wearing specific type
Weapon: using specific type
Tools: using specific type
Skill/feature: using said skill/feature
Magic:
Granted (Paladins, Clerics, and Warlocks), spells automatically added at level as long you are on good standing with patron or deity.
Focus, add spells if some time is spent focusing on magic (Sorcerer) or nature (Druid, Ranger).
Studying (Wizard, Arcane Tamer, Bard, Artificer), has to have at least seen spell and try to replicate it, study a scroll, experiment with magic, be taught, or can use point of inspiration to learn a spell. Note: please send spells you want to learn to DM as it will be difficult to learn specific spells.
Note: If Warlock or Cleric choose spells/Invocations before first session as the party may level up in first session. All players should think about and communicate what features, skills, and proficiencies they want from class/ subclass/ race/ lineage/ backstory so DM can provide means to learn such things and they can be added at level up or when proficiency is reached. Ex. A fighter gains a fighting style at level 1, if one wants to choose two-weapon fighting the character has to have skill using two weapons before feature can be used. If they were fighting with two weapons before level up then they automatically get the skill at level 1 otherwise they switch to two-weapon fighting until they learn it (DM discretion) and then feature will be applied.
Max HP: Max hit die + constitution modifier at first and after roll hit die for hp gained plus constitution modifier at level up, if number rolled is less than average hit die rounded up, use that as number rolled ((minimum + maximum)/2.). Ex. 8 is HD and 1 is con modifier, at level 0 you would have 8+1=9hp. At level 1 you roll a D8 and get 4, instead use average of 4.5 rounded up to 5 and add 1 from constitution modifier so max HP would now be 9+5+1=15. Leveling up doesn’t heal you to full HP but can add HP gained to current HP.
Feats:You must be trained in feat to grant it unless part of character creation, no magic initiate for character creation (always take ability score improvement).
To roll for stats in 5e, roll 4d6 six times, record the sum of the highest 3 rolls each time (so that you have six numbers), and then assign each of these numbers to an ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) (Player’s Handbook, pg. 13). For example, let’s say I rolled 4d6 six times and got these results show left.
Next, I would decide how to assign those numbers to my six ability scores. Keep in mind that your choice of race also grants a floating +2 and +1 bonus to the ability scores of your choice (Tasha’s Cauldron of Everything, pg. 7).
If I was building a Barbarian, I’d put 16 as my Strength score and 14 as my Constitution, “dumping” the 9 and 8 in Intelligence and Charisma, abilities that I’m unlikely to use often.
After Rolling for stats make a check for (Intelligence: Arcana, History, Nature, and Religion) and (Wisdom: Animal handling, Medicine, Insight, and Survival) for this roll a D20 and add either Intelligence or Wisdom modifier note you don’t have proficiency yet. These rolls will help determine some useful information your character knows about the world before the game begins. Ex. 18 on medicine, you will know how to make some medicine.
Leveling: Experience is gained by Quests; players keep track of Experience and when they level up and notify DM.
World Mechanics: Factions and piety can greatly influence interactions in the world.
Spell Fixes:
For roleplay purposes verbal components of spells are in Latin.
Arcane Focus: Allows you to use spell components without needing hand free to grab item, does not replace items.
True Strike: Reaction to a missed melee attack within 60ft. of you add d4 to the roll previously made.
Which bolt: Range increased to 60ft., action to transfer to another target, upcasting adds 1d12 for each lv upcast.
Find Traps: Duration 1hr, range 60ft., includes natural traps.
Crown of Madness: uses targets reaction to move up to its movement and attack creature within range, on its turns it acts normally, will not move if movement would result in it taking damage. Regards caster as friendly and taking damage can let it make wisdom saving throw to be uncharmed. Each level up cast targets another creature with this spell.
+Once per long rest when reduced to 0 hit points but not slain outright make a constitution saving throw with a DC of 5+damage taken to avoid falling into the dying state.
-Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.
+You have advantage on ability checks you make to initiate or escape a grapple.
Fascinated with undead, necromancy, and restoration magic as they were turned into undead while being dissolved by an ooze and bodies were fused. It wants to restore its former body and regain former memories so it can live a normal life.
I'd like to join but I'm kinda new and don't know what half of this stuff is. If you have the time to teach me what all this means I will happily join but if you don't have the time I'll understand, my discord is hobogorilla if you wanna talk.
I would be interested in joining if you have some space available. Have played DnD a while back but got away from it and haven't done a serious campaign in a couple of years this sounds like a good group for me to get my feet wet again. Let me know if you have availability.
I would be interested in joining if you have some space available. Have played DnD a while back but got away from it and haven't done a serious campaign in a couple of years this sounds like a good group for me to get my feet wet again. Let me know if you have availability.
I'd like to join but I'm kinda new and don't know what half of this stuff is. If you have the time to teach me what all this means I will happily join but if you don't have the time I'll understand, my discord is hobogorilla if you wanna talk.
I am currently teaching another new player and with only 1.5hour sessions I wouldn't want to slow things down, but also trying to make a saturday night game that would be about 4hours long if you are interested in that let me know your ideas for character you wanna play.
I'm just clarifying, but the sessions only last 1 1/2 hours right?
yes sunday's are only hour and a half due to scheduling conflicts. I want to run a longer, about 4-hour sessions on Saturdays if enough people are interested.
Hey, I definitely like the sound of this campaign. I am not new to Roleplaying, but it has been years since I played DnD. (I'm in my 30s) I have ideas for - Fairy Sorcerer/Wild Magic Possibly a Runechild. (I need to do some more research) He is a Forest Fey exiled from his family and place because of the terrible things his Wild Magic has accidentally done. He is haunted by those events and seeks redemption as he feels immense guilt. Goliath Barbarian/Path of the Juggernaut or Path of the Giant. He has left his home in search of his youngest brother. His father is ill and dying, so his hope is to bring his little brother back home before that happens. Naga Ranger/Beastmaster. He has two pet snakes roughly the size of large dogs. (Backstory to come)
I do require it to be an LGBTQ+ friendly and safe environment. Sunday works for me, but I would also be interested in the Saturday campaign also!
I'd like to join if you still have a spot. 20+ years on and off TTRPG with about 2 years online experience.
Flexible but would like to play
Minotaur Barbarian Giant Foundling Path of the Giant / Rune Knight - Foundling that was put to work by Hill Giants mining and doing menial labor, uses a mattock as his main weapon
or Paladin - Oath of Conquest Aztec Human / Echo Knight - Seeks sacrifices so the world won't end (in his religion/mind) uses a macuahuitl as main weapon
Timing works out fine.
deledius_vastor on Discord
He/Him
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Looking for creative and crafty players not afraid to goof off, if enough people are interested, I might run a second more serious RP campaign on Saturday nights with 4hour sessions. Do not be afraid to make dark characters. Also, I have list of approved homebrew races at end of post. Reply with Pronouns, Character idea (name, race, classes, subclasses), backstory. This is a completely homebrew champaign, loosely following 5e rules mostly for combat purposes rules are below if you want to see differences.
Current Party:
Lv. 2 in main class, Lv 1 in secondary class
Each character has at least: Main weapon, Secondary weapon, very minor magical item, common clothes, bag of holding, armor, food, water, 50g.
Sithor (new player) Elf Rouge Ranger, "stealing and killing is not a problem."
Gell (Experienced player and DM for another game) Half Orc Fighter Articifer, "I must defend the land and its people, but my friends come first." might be stitched for Mirium soon;
human Druid Cleric, "It is my duty to keep this evil at bay and protect the lands, no Mirium destroy everything!"
Grungle (moderately experienced player) Grung Paladin Bard, "I'd rather have fun adventuring then attend to my duties, anyone adventuring with me is for my amusement my people still come first."
Fyre (NPC) Half Elf Sorcerer Warlock, "I hate death, let me bring them back so we can be friends."
Niafell
In a monstruous demon filled world with dark magic, demons and other monstrous beings roam freely, terrorizing the inhabitants. The world is plagued by chaos and destruction, as the demons use their immense power and dark magic to wreak havoc. Magic is often practiced by those who have given into the darker impulses of their nature and seek to gain power and control over others. The world is plagued by mysterious and supernatural events, with dark forces lurking in the shadows and seeking to exert their influence over the populace. People live in fear of the unknown, of curses and hexes, and of the dark magic users who wield immense power and control.
The use of magic, especially dark magic, is forbidden and shunned by the majority of the population, who live in constant fear of being targeted by demons. However, some individuals are drawn to the power and control that dark magic offers, and they enter into a pact with the demons in exchange for their services. These dark magic users are seen as even more dangerous and unpredictable than the demons themselves. They have become arrogant and power-hungry, reveling in the destruction they wreak and the fear they inspire. They are the gatekeepers to the world of demons, and they use their magic to summon and control the monstrosities that roam the land.
In this world of dark magic and monstruous demons, the air is thick with malevolent energy and the scent of brimstone. The sky is often a sickly hue of red, orange, or purple, signaling the presence of demons and monstrosities. The land is dotted with ruins and wreckage, evidence of the destruction wrought by the demons. Buildings are dilapidated and abandoned, their once proud structures now reduced to rubble and ash. The only signs of life are small, isolated communities huddled together for protection, living in fear of the demons that roam the land.
However, there are also those who possess the courage and strength to fight against the darkness. They are the rebels, warriors, and misfits who use their own magical abilities to protect their communities, bring hope to the world, or simply find their place in the world. They are the ones who stand in the face of evil, fighting to end the reign of the demons, and to restore balance to the world.
Rules:
Safe space: DND should be a safe place for everyone. If any payer is uncomfortable with another please speak up, see social contract following rules.
Use D&D E5 rules unless otherwise specified by DM:
The World: No guns or otherworldly items, characters, etc. This is a dark high fantasy world.
Meta-gaming: Actions won’t be allowed at discretion of DM, take notes of what your character knows.
Meta-chatting: For roleplay purposes you can chat on discord sever in the past at specific places (back at x tavern), as long as it is light banter. If we left off out of combat, you can chat freely in the present.
Meta-naming: As long as the party agrees a nickname can be used to replace name of NPC to be used as if you are using its real name. Ex. Ogre that helps party may be called Shrek.
NPCs: You can hire NCPS, you keep track of stats DM creates stat block and controls NPC. Hires, familiars, and other allies take their action(s) on the same turn as the player commanding them using you bonus action. Hirelings have loyalty value.
Rule of cool: If you wish to do something “cool” if it is deemed cool unanimously by the table except DM you can do it with appropriate roll if applicable (do not abuse).
Rolling with emphasis: If action you want to take is high risk/reward or mundane task almost guaranteed to succeed the DM may ask you to roll with emphasis where you roll 2d20 and take closest to 1 or 20.
PvP: PVP enabled (including stealing) for legitimate reasons, however PCs have natural affinity towards each other as if they have something similar about them, yet the PCs can’t put their finger on it.
Soloing: If you break from the main group your adventures become text based. Highly advised against.
Missed Sessions: If you cannot make it to one session you can make a small backstory for activities when not with the rest of players or assign control of your character to DM or player.
Magic Items:
Exhaustion and survival mechanics:
Starting Equipment: 3 days’ worth of rations and a backpack, nothing else, new characters join with equipment relatively equal to rest of party.
Exhaustion Level Effects:
Food: Eat minimum of two meals a day, 2 snack like options count towards a meal (ex. an apple and a sweet roll) if requirement not met add level of exhaustion. Note: poor diet can affect character.
Water: Must have three drinks of water or other hydrating liquid a day, salt water automatically gains one level of exhaustion otherwise if requirement is not met gain level of exhaustion.
Travel: 1 hex on world map is 8 miles, 4 hexes can be traveled in an 8hr day walking or on horseback. If traveling on foot you must eat an additional meal and rest or gain a level of exhaustion every 8hr. walking.
Environment: Every 6hr in harsh environment without proper gear gain 1 level of exhaustion. Hot environments double water required (6 drinks). Difficult terrain halves movement speed (2 hexes).
Cleanliness: If dirty or soiled saves against disease are at disadvantage. Heavily dirty or soiled random chance at acquiring a disease 1d20 DC 5 every 12hr.
Sleep: must have minimum 5hr of sleep/4hr meditation for elves each day or gain 1 level of exhaustion.
Short rest: 2hr gain 1 hit die if time used to bandage wounds of something equivalent 2 hit die if you use something with healing properties applied to the wound (ex. A herb). 3 hit die if you use something unexpected that would have great effect (ex. Using burning coal to cauterize the wound and then applying both an herb and bandage).
Long rest: typically, 8hr, you regain hit dice up to players level divided by 2 rounded down, if you ate proper amount of food and min. 6hr sleep. 2 hr. can be light activity such as treating wounds, cleaning weapons, reading, etc.
Break: at least 3 days, recover to full hp and decide activities you do during this time. Activities cannot include combat or other non-relaxing activities. If activities are used for things like training, you can gain proficiency in tool, weapon, or language after training for 10 weeks but do not get hp if training for weapon. Spell casters can use time to develop a spell which would change type of damage from one spell, they know to another type of damage this takes 14 days. Activities that will allow full hp recovery are things like talking to NCPs, worship, sleeping in, etc. D&D 5e Downtime Activities – GM's Den (gmsden.com).
Money: copper, silver, gold, platinum 100 coins of lower grade is equivalent of higher grade must have exact change or you might have to overpay. Imperial versions of coins appear in some places and Blue, Red, Yellow for some places.
Battle rules:
Line up: as a team you can determine your order of attack instead of rolling initiative, as team you roll against enemies. You have an advantage on this roll if attack is unexpected by enemies. Players can lower their Initiative.
Flanking: gives attack roll advantage, flanking is being behind enemy, enemy will turn around if attacked from behind unless another ally is on other side.
Prone: Standing from prone allows attacks of opportunity.
Advantage: Advantages and disadvantages stack.
Spell Points: Spell casters can use spell points instead of spell slots: Variant: Spell Points - DND 5th Edition (*******.com)
Inspiration: Inspiration gives a reroll, not an advantage. Inspiration is given at DMs discretion, max 3.
Critical Success: Skills and attacks can be critical successes or misses. Critical hits do max damage plus normal roll plus modifiers.
Critical misses: If you roll a 1 on an attack roll, roll a D4.
Weapon damage must be recorded and when damage reaches 5, 10, and 20 notify DM, depending on weapon type weapon is destroyed at either 5, 10, or 20 damage. Damage can also be done through miss use or failing to maintain weapons. Armor takes 1 damage when hit by critical strike. Mending, with rules applied, restores the weapon. A qualified blacksmith or craftsman can also restore weapons.
Aimed strikes: You can call where on an opponent you are trying to hit and can lead to loss of limbs and other body parts; NPCs can do this too.
Realistic Combat: E5 rules are loosely followed for example if in a covered wagon and someone throws a fireball you do not get advantage from cover, instead you have disadvantage as the highly flammable canvas burns around you.
Subduing: A PC can choose to attack with aim of subduing a creature rather than killing it, HP reaches 1 instead of 0 as long as last attack isn’t over-kill or creature resists it is subdued.
Bloodied: Bloodied condition is applied when at half maximum HP, Very Bloodied condition applies at quarter HP. A player must call out (meta or in game) that they are bloodied and very bloodied unless purposely trying to hide their wounds (can be viewed by perception verse stealth check). Not all monsters have bloodied status, but perception check can be attempted to view status.
Death saving throws: these are made by DM and not shared with player.
Death: If killed, you make new character at level of other characters and must find reason to join the remaining party.
Leveling and character creation:
When creating a character, you start at level 0 or the same level as other PCs.
Create a backstory, pick a race (and lineage if wanted), and a class at level 0 race, class, linage, and backstory can’t grant proficiencies (items or skills) or use of magic, these will apply at level 1.
Note: Choose class that fits backstory as lv 0, you can add levels in other class to start but you will want trained/born to become something ex. Paladin joins order, Sorcerer is born with magic for certain reason, mock trained somewhere, warlock made pact, etc. Ex. You want to play undead creature but not choose an undead race, then undead warlock is lv. 0 class (Don’t make level 0 a fighter, rouge, barbarian, or ranger unless it is specific to your backstory, these can easily be learned on adventure).
Multiclassing: At lv. 1 you gain a free level in another class and level 0 class, every third level up (3, 6, 9, 12, 15, and 18) you gain a free level in this other class. You can triple class if you match prerequisites for classing out of main class and are properly trained, just don’t abuse absurd combinations and note your abilities might lack others as you are choosing to put level that would have gone to main class into another (the free multiclass levels is meant to avoid this along with allowing you to have more diverse play style and cover any deficiencies the party may have i.e. not having a healer or other magic user).
To gain proficiencies in items or skills or use of magic you would normally get at level up you must also have practice using skill/feature or item:
Armor: wearing specific type
Weapon: using specific type
Tools: using specific type
Skill/feature: using said skill/feature
Magic:
Granted (Paladins, Clerics, and Warlocks), spells automatically added at level as long you are on good standing with patron or deity.
Focus, add spells if some time is spent focusing on magic (Sorcerer) or nature (Druid, Ranger).
Studying (Wizard, Arcane Tamer, Bard, Artificer), has to have at least seen spell and try to replicate it, study a scroll, experiment with magic, be taught, or can use point of inspiration to learn a spell. Note: please send spells you want to learn to DM as it will be difficult to learn specific spells.
Note: If Warlock or Cleric choose spells/Invocations before first session as the party may level up in first session. All players should think about and communicate what features, skills, and proficiencies they want from class/ subclass/ race/ lineage/ backstory so DM can provide means to learn such things and they can be added at level up or when proficiency is reached. Ex. A fighter gains a fighting style at level 1, if one wants to choose two-weapon fighting the character has to have skill using two weapons before feature can be used. If they were fighting with two weapons before level up then they automatically get the skill at level 1 otherwise they switch to two-weapon fighting until they learn it (DM discretion) and then feature will be applied.
Max HP: Max hit die + constitution modifier at first and after roll hit die for hp gained plus constitution modifier at level up, if number rolled is less than average hit die rounded up, use that as number rolled ((minimum + maximum)/2.). Ex. 8 is HD and 1 is con modifier, at level 0 you would have 8+1=9hp. At level 1 you roll a D8 and get 4, instead use average of 4.5 rounded up to 5 and add 1 from constitution modifier so max HP would now be 9+5+1=15. Leveling up doesn’t heal you to full HP but can add HP gained to current HP.
Feats: You must be trained in feat to grant it unless part of character creation, no magic initiate for character creation (always take ability score improvement).
Ability Scores (stats): Ability Scores in 5e: An Easy Beginner's Guide to D&D Stats (roleplayersrespite.com)
To roll for stats in 5e, roll 4d6 six times, record the sum of the highest 3 rolls each time (so that you have six numbers), and then assign each of these numbers to an ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) (Player’s Handbook, pg. 13). For example, let’s say I rolled 4d6 six times and got these results show left.
Next, I would decide how to assign those numbers to my six ability scores. Keep in mind that your choice of race also grants a floating +2 and +1 bonus to the ability scores of your choice (Tasha’s Cauldron of Everything, pg. 7).
If I was building a Barbarian, I’d put 16 as my Strength score and 14 as my Constitution, “dumping” the 9 and 8 in Intelligence and Charisma, abilities that I’m unlikely to use often.
After Rolling for stats make a check for (Intelligence: Arcana, History, Nature, and Religion) and (Wisdom: Animal handling, Medicine, Insight, and Survival) for this roll a D20 and add either Intelligence or Wisdom modifier note you don’t have proficiency yet. These rolls will help determine some useful information your character knows about the world before the game begins. Ex. 18 on medicine, you will know how to make some medicine.
Leveling: Experience is gained by Quests; players keep track of Experience and when they level up and notify DM.
World Mechanics: Factions and piety can greatly influence interactions in the world.
Spell Fixes:
For roleplay purposes verbal components of spells are in Latin.
Arcane Focus: Allows you to use spell components without needing hand free to grab item, does not replace items.
True Strike: Reaction to a missed melee attack within 60ft. of you add d4 to the roll previously made.
Which bolt: Range increased to 60ft., action to transfer to another target, upcasting adds 1d12 for each lv upcast.
Find Traps: Duration 1hr, range 60ft., includes natural traps.
Crown of Madness: uses targets reaction to move up to its movement and attack creature within range, on its turns it acts normally, will not move if movement would result in it taking damage. Regards caster as friendly and taking damage can let it make wisdom saving throw to be uncharmed. Each level up cast targets another creature with this spell.
Mordenkainen’s Sword: Doesn’t require concentration, attacks twice.
Races:
Autognome (banned)
Custom (limited feats).
Human (limited feats)
Anamesa (5e Race) - D&D Wiki (dandwiki.com)
Aasimar
Kalashtar
Genasi (Air) Genasi (Earth) Genasi (Fire) Genasi (Water)
Vedalken-Kaladesh
Kor - DND 5th Edition (*******.com)
Nocturne (5e Race) - D&D Wiki (dandwiki.com)
Changeling
Vampire
Dhamphir
Hexblood - DND 5th Edition (*******.com)
Embodied Mouther (5e Race) - D&D Wiki (dandwiki.com)
Angiospate (5e Race) - D&D Wiki (dandwiki.com)
Anomalies (5e Race) - D&D Wiki (dandwiki.com)
Anthesi (5e Race) - D&D Wiki (dandwiki.com) (plant undead)
Reborn
Revenant
Skeleton, 2nd Variant (5e Race) - D&D Wiki (dandwiki.com) (or Gashadokuro)
Ankou Wraith (5e Race) - D&D Wiki (dandwiki.com)
Shifter
Halfling
Kender Revised
Orc
Half-Orc
Goblin
Hobgoblin
Bugbear
Gnome
Verdan - DND 5th Edition (*******.com)
Dwarf
Ali'di (5e Race) - D&D Wiki (dandwiki.com)
Deep Gnome
Duergar
Shadar-Kai
Aethelf (5e Race) - D&D Wiki (dandwiki.com)
Elf
Half-Elf
Githyanki Githzerai
Eladrin
Anthousai (5e Race) - D&D Wiki (dandwiki.com)
Centaur - DND 5th Edition (*******.com)
Minotaur
Tikbalang (5e Race) - D&D Wiki (dandwiki.com)
Fairy
Alraune (5e Race) - D&D Wiki (dandwiki.com)
Satyr (-magic resistance)
Firbolg
Goliath
Earth Giant (5e Race) - D&D Wiki (dandwiki.com)
Antaeud (5e Race) - D&D Wiki (dandwiki.com)
Rabbitfolk
Harengon
Loxodon
Khenra
Anthrolupe (5e Race) - D&D Wiki (dandwiki.com)
Tabaxi
Leonin - DND 5th Edition (*******.com) (can be other feline or canine)
Giff (can be other large animal-humanoid)
Ailuran (5e Race) - D&D Wiki (dandwiki.com)
Hadozee
Albino Gnoll (5e Race) - D&D Wiki (dandwiki.com)
Simic Hybrid - DND 5th Edition (*******.com)
Siren
Aeris (5e Race) - D&D Wiki (dandwiki.com)
Aarakocra (limited 30ft fly speed 30ft. walking)
Kenku
Owlin
Owlfolk
Aven
Locathah
Sea Elf
Merfolk - DND 5th Edition (*******.com)
Tortle
Triton
Grung
Kobold
Lizardfolk
Viashino
Troglodyte (5e Race) - D&D Wiki (dandwiki.com)
Naga
Dragonborn
Yuan-Ti (-magic resistance)
Thri-Kreen
Anani (5e Race) - D&D Wiki (dandwiki.com)
Tiefling
Alu-Fiend (5e Race) - D&D Wiki (dandwiki.com)
Angelic Succubus (5e Race) - D&D Wiki (dandwiki.com)
Abyssal Minotaur (5e Race) - D&D Wiki (dandwiki.com)
Plasmoid (UA) - DND 5th Edition (*******.com)
(undead) Plasmoid (UA) - DND 5th Edition (*******.com)
+Once per long rest when reduced to 0 hit points but not slain outright make a constitution saving throw with a DC of 5+damage taken to avoid falling into the dying state.
-Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing.
+You have advantage on ability checks you make to initiate or escape a grapple.
Fascinated with undead, necromancy, and restoration magic as they were turned into undead while being dissolved by an ooze and bodies were fused. It wants to restore its former body and regain former memories so it can live a normal life.
Warforged
Animated Armor (5e Race) - D&D Wiki (dandwiki.com)
Aetherborn - DND 5th Edition (*******.com)
Astral beings (5e Race) - D&D Wiki (dandwiki.com)
Antilonoid (5e Race) - D&D Wiki (dandwiki.com)
Apeling (5e Race) - D&D Wiki (dandwiki.com)
Apothicon (5e Race) - D&D Wiki (dandwiki.com)
Aquarion (5e Race) - D&D Wiki (dandwiki.com)
Arangran (5e Race) - D&D Wiki (dandwiki.com)
Arboren (5e Race) - D&D Wiki (dandwiki.com)
Arborial (5e Race) - D&D Wiki (dandwiki.com)
Archdemon (5e Race) - D&D Wiki (dandwiki.com)
Ardan Uruks (5e Race) - D&D Wiki (dandwiki.com)
Arkanos (5e Race) - D&D Wiki (dandwiki.com)
Bantam Fomorian (5e Race) - D&D Wiki (dandwiki.com)
Baphomeri (5e Race) - D&D Wiki (dandwiki.com)
Betrayed (5e Race) - D&D Wiki (dandwiki.com)
Black Blood Angel (5e Race) - D&D Wiki (dandwiki.com)
Blackheart (5e Race) - D&D Wiki (dandwiki.com)
Goble (5e Race) - D&D Wiki (dandwiki.com)
Reaper (5e Race) - D&D Wiki (dandwiki.com)
Shambling Mound
Grovetender (5e Race) - D&D Wiki (dandwiki.com)
Homunculus (5e Race) - D&D Wiki (dandwiki.com)
Ikaroc (5e Race) - D&D Wiki (dandwiki.com)
Kroot (5e Race) - D&D Wiki (dandwiki.com)
Lichkin (5e Race) - D&D Wiki (dandwiki.com)
Lost Child (5e Race) - D&D Wiki (dandwiki.com)
Lycan (5e Race) - D&D Wiki (dandwiki.com)
Lycanfolk (5e Race) - D&D Wiki (dandwiki.com)
Mimic (5e Race) - D&D Wiki (dandwiki.com)
Mineralean (5e Race) - D&D Wiki (dandwiki.com)
Nymph (5e Race) - D&D Wiki (dandwiki.com)
Ogre (5e Race) - D&D Wiki (dandwiki.com)
Nightslicker (5e Race) - D&D Wiki (dandwiki.com)
Plaguespreader (5e Race) - D&D Wiki (dandwiki.com)
Pseudoimmortal (5e Race) - D&D Wiki (dandwiki.com)
Psyche Swallower (5e Race) - D&D Wiki (dandwiki.com)
Pump-Kin (5e Race) - D&D Wiki (dandwiki.com)
Quickling (5e Race) - D&D Wiki (dandwiki.com)
Qunari (5e Race) - D&D Wiki (dandwiki.com)
Shadow Fiend (5e Race) - D&D Wiki (dandwiki.com)
Sleep Demon (5e Race) - D&D Wiki (dandwiki.com)
Soul Forged (5e Race) - D&D Wiki (dandwiki.com)
Swamp Ogre (5e Race) - D&D Wiki (dandwiki.com)
Tiny Demon (5e Race) - D&D Wiki (dandwiki.com)
Titanian (5e Race) - D&D Wiki (dandwiki.com)
Uldra (5e Race) - D&D Wiki (dandwiki.com)
Uruk (5e Race) - D&D Wiki (dandwiki.com)
Uyyin Tanar'ri (5e Race) - D&D Wiki (dandwiki.com)
Vaskalar (5e Race) - D&D Wiki (dandwiki.com)
Vermling (5e Race) - D&D Wiki (dandwiki.com)
Viera (5e Race) - D&D Wiki (dandwiki.com)
Vileblood (5e Race) - D&D Wiki (dandwiki.com)
Wolf-Demon (5e Race) - D&D Wiki (dandwiki.com)
Wormhearted Ones (5e Race) - D&D Wiki (dandwiki.com)
Xorn (5e Race) - D&D Wiki (dandwiki.com)
Yata (5e Race) - D&D Wiki (dandwiki.com)
Yuan-Demon (5e Race) - D&D Wiki (dandwiki.com)
Zaello (5e Race) - D&D Wiki (dandwiki.com)
Zekyl (5e Race) - D&D Wiki (dandwiki.com)
I'd like to join but I'm kinda new and don't know what half of this stuff is. If you have the time to teach me what all this means I will happily join but if you don't have the time I'll understand, my discord is hobogorilla if you wanna talk.
I'm just clarifying, but the sessions only last 1 1/2 hours right?
I would be interested in joining if you have some space available. Have played DnD a while back but got away from it and haven't done a serious campaign in a couple of years this sounds like a good group for me to get my feet wet again. Let me know if you have availability.
let me know your character ideas and Dischord.
I am currently teaching another new player and with only 1.5hour sessions I wouldn't want to slow things down, but also trying to make a saturday night game that would be about 4hours long if you are interested in that let me know your ideas for character you wanna play.
yes sunday's are only hour and a half due to scheduling conflicts. I want to run a longer, about 4-hour sessions on Saturdays if enough people are interested.
Hey, I definitely like the sound of this campaign.
I am not new to Roleplaying, but it has been years since I played DnD. (I'm in my 30s)
I have ideas for -
Fairy Sorcerer/Wild Magic Possibly a Runechild. (I need to do some more research) He is a Forest Fey exiled from his family and place because of the terrible things his Wild Magic has accidentally done. He is haunted by those events and seeks redemption as he feels immense guilt.
Goliath Barbarian/Path of the Juggernaut or Path of the Giant. He has left his home in search of his youngest brother. His father is ill and dying, so his hope is to bring his little brother back home before that happens.
Naga Ranger/Beastmaster. He has two pet snakes roughly the size of large dogs. (Backstory to come)
I do require it to be an LGBTQ+ friendly and safe environment.
Sunday works for me, but I would also be interested in the Saturday campaign also!
My Discord is honeydewmeowpeas
I'd like to join if you still have a spot. 20+ years on and off TTRPG with about 2 years online experience.
Flexible but would like to play
Minotaur Barbarian Giant Foundling Path of the Giant / Rune Knight - Foundling that was put to work by Hill Giants mining and doing menial labor, uses a mattock as his main weapon
or Paladin - Oath of Conquest Aztec Human / Echo Knight - Seeks sacrifices so the world won't end (in his religion/mind) uses a macuahuitl as main weapon
Timing works out fine.
deledius_vastor on Discord
He/Him