Long ago the mad Duke Duka unleashed an arcane artifact, creating a blast that went for hundreds of miles, creating a vast desert wasteland now known as the Desolation of Duka. Recently spies from the Sovereign City of Junut intercepted a messenger that seemed to indicate someone is trying to learn how to make such an artifact once more. For someone to gain their hands on so powerful a weapon would be a severe threat not only to the lives of untold people, but also the independence of the Sovereign City. With Junut's spy network stretched thin, a verdan named Tallisma has contacted you to investigate. While the messenger her people intercepted was not much help information-wise, there's reason to believe there may be a group researching the Desolation somewhere in the Silverwood Forest. As such arrangements were made for the chosen party to make way to Birakruut, a town in the North of the Silverwood Forest. Now that you have arrived, what will you find? What dark secrets lie in the Silverwood forest?
What kind of campaign to expect.
There'll be social aspects, largely in Birakruut but also random encounters. Exploration aspects searching for things in the woods. And also combat via some dungeon crawls and random encounters.
The campaign will be for 3-4 lv6 characters. Depending on things I may extend with a second leg for lv7, but keeping it smaller for now. I'll typically try to post every 24-48 hours.
Summary of Regions Useful to Know
Birakruut. Town in the North of the Silverwood Forest. It is largely inhabited by lizardfolk, although denizens of other races do live there too. It generally runs its own affairs, not having much meddling from higher rulers.
Illuvan Empire: The Illuvan Empire was the major force in the world, stretching from North to South. But that was broken during a succession crisis, leading to a dynastic split. The North, and more powerful of the empire, went to the Gildara Dynasty. The South, less developed, went to the Meakor Dynasty. Each dynasty considers the other to be a rebellious usurper and while the balance of powers in the world has prevented either from making much headway, they are in a constant state of war.
Illuvan Empire (Gildara Dynasty). This is where the campaign takes place.
Illuvan Empire (Meakor Dynasty). The opposing Dynasty of the Gildarans.
Sovereign City of Junut. A mercantile city East of the Illuvan dynasties. Its independence relies on none of the major powers being able to afford to muster the necessary forces to conquer them. Tallisma is originally from Junut.
Silverwood Forest. Home of the lizardfolk and part of the Gildara Dynasty's territory. Once an independent kingdom it was conquered by the Illuvan Empire. For many years the lizardfolk resented their conquerors with many rebellions but attitudes have begun softening within the last hundred years. It is named after the Silverwood Tree, famed for its branches that turn into pure silver when cut off. Logging of silverwood trees without royal authority is punishable by death.
Citadel of Sumerki the Unspeakable. The ruined capitol of the lizardfolk. It is about a 4 day's journey South from Birakruut on the road.
Desolation of Duka. A desert filled with mummies and death dogs. People report strange occurrences from residual magic.
Other Background info. Not campaign-relevant, but letting you know if it piques your interest.
Laephny / Realm of the Western Elves. An Elven kingdom bordering the Northeast of the Gildara Dynasty. (fun fact: was naming things on the map, mixed up East and West, and now my headcanon is that Elves have a different perspective that map that makes them East by their count but West to everyone else.)
Gelusilva / Realm of the Northern Elves. A loose collective of elves that is very rural without much centralization. Recently dealt with an invasion from an opportunistic hobgoblin warlord.
Dahlvaland. A kingdom the East of the Illvuan Dynasties. Capitol is Kangen, the City of Pavillions.
Werstcot Confederation. Northwest across the ocean. A major location is the Pantheon of Broken Worlds, a once-great city that still exists but is host to many cults of dark entities.
Jawn Delak, the Kingdom Between the Seas. A kingdom West of the Gildara Dynasty across the ocean, collection of various islands.
Free People's Democratic Republic of the Coast. Southwest across the sea from the Gildara Dynasty, West of the Meakor Dynasty. A notable location is Llanfech the City of Song, which has a thriving university system.
Kingdom of Llechy Woods / Realm of the Southern Elves. West of the Meakor Dynasty. Dedicated to nature, make fey wine, every now and then they think the world is ending.
Daha Desert. A major border between the Gildara and Meakor dynasties. Jackalweres are a large portion of its inhabitants, most leaning towards the Meakor dynasty with their loyalties.
Taheath. City in the North of the Gildara Dynasty near the borders with the Western Elves. Known for kepvine liqueur.
Fortress of Ulfaang the Black. City in the South of the Gildara Dynasty. Ruled over by its eponymous death knight king. It is also where Tallisma is currently stationed. The city is known for its large undead populace.
Character Creation Rules
Stats: 4d6 drop lowest. If you don't like what you roll, feel free to use standard array / point-buy.
Free Feat: If your background does not already give you a feat you may choose one free feat.
Starting Level: Level 6.
2014 Rules: As mentioned in the title, characters should be built using 2014 rules and classes. If there's something in the 2024 rules that does not have a direct companion in 2014 (such as the Starry Wisp spell or Crafter feat) I am *open* to considering it, but no 100% guarantees.
Homebrew Policy: No original homebrew. But if there's official content you need to homebrew-replicate that's fine. Just let me know you're doing it.
Starting Gear: If your class gives you leather/chain mail you may freely upgrade to studded/splint. (If you're an edge case like Valor bard that gains additional weapon/armor proficiencies, we can talk about appropriate free gear.) You also have 300gp you may spend on additional gear. (Make a list, keep the change.) Choose 1 uncommon and 1 common magic item to start with.
Content Sharing: I do not have Master Tier. As a DM I can edit your sheet if there's something from the 2014 PHB/DMG/MM or Acquisitions Incorporated you want. But any other stuff you'll have to find on your own or homebrew.
Application Format
Name: Race: Class (Subclass): Background: Free Feat: Uncommon Magic Item: Common Magic Item: Additional Purchased Gear: Character Sheet: 2-5 Sentence Backstory (simple is ok):
My Homebrew Rules To Know
Short Rests are 5 Minutes. Effects/spells still count down as if 1 hour had occurred. Goal: Allows me to have things closer together in the dungeon while still letting the party short-rest without finding a place that's safe for an entire hour. And by keeping spells counting down, keeps 1 hour / 10 minute duration spells that weren't intended to last through a short rest still in their designed time frame.
Combat will use block initiative. I may also adjust things after seeing the initiative to make nicer blocks. (Example: If two PCs were split in initiative by a single enemy then I might move that enemy up/down in initiative so the PCs can be grouped together.) Goal: I've seen and used block initiative to great effect in PBP to help combat remain more fluid.
Minor things
I will not be persnickety with item interactions, within reason. Goal: In combat there's various scenarios where managing what's in your hands can get icky. For example an archer that has an enemy get into melee range would, RAW, need to either stow away their bow and then use their action to draw a sword or drop their bow on the ground and then draw the sword. (Or vice versa for a melee switching to ranged.) I am okay with such a situation being able to stow the one and draw the other without having to use an action. Similarly a dual wielder is fine to draw both weapons at once even if they don't have the dual wielder feat.
I'm not going to worry about counting mundane ammunition. As long as you have your quiver/bolt case/etc. we'll just assume you have all you need. Goal: I don't feel a need to track that meticulously when it comes to mundane ammunition. (Any magical ammunition will be tracked.) Plus with a bonus 300gp it's not like the extra couple gold for more arrows is going to make or break anything.
Somatic Components can be performed with a hand holding an arcane focus even if the spell doesn't have a material component. Goal: There's some spells, like eldritch blast, that have somatic components but not material ones and it just feels thematically right to have a magic user incorporate their arcane focus in those situations still, even if it's not RAW.
When hidden, you can step 5ft from beyond your cover and still gain the unseen attacker bonus. Goal: Helps things like rogues hide behind a pillar for sneak attack and not lose that unseen attacker bonus from stepping out from behind the pillar. Also pretty sure this is how most people rule it anyways.
I will be generous with spellcasting foci for gishes. Goal: If you have a gish character that wants to sword and board such as an eldritch knight, we can figure out your spellcasting focus in a way that doesn't require you to drop your sword to grab it. Whether that's an attunement-free Ruby of the Warmage or something similar we can discuss. The juggling feels silly on classes/subclasses intended to be holding weapons with both hands.
Inspiration is a reroll that can be used after seeing the die as opposed to spent for advantage. Goal: I don't give out inspiration a lot. So making it a reroll helps to avoid it get wasted in situations where it wouldn't matter because the non-advantage roll was already good.
A monster with multiattack can substitute one of the multiattacks for a shove/grapple/push/etc. similar to Extra Attack. Goal: RAW is kinda tricky with multiattack's technicalities. This helps give multiattack monsters that utility of shoving/grappling without giving up an entire turn of damage.
I might add more minor things. Will talk with you. Goal: There might be things I don't remember are minor homebrews that'll come up and I'm like, "Oh wait!" But, particularly if it could change an ongoing situation, I'll give you a heads up.
Name: Gattara Race: human variant Class (Subclass): druid (sheperd) Background: sage\alchemist Free Feat: fey touched Uncommon Magic Item: broom of flying Common Magic Item: healing potion Additional Purchased Gear: we'll see Character Sheet: https://www.dndbeyond.com/characters/1993760 , to be changed according to rolls etc. once I get accepted 2-5 Sentence Backstory (simple is ok):
Gattara is the daughter of an alchemist and a herbalist, from whom she learned many of the important skills of both. Her father died when she was young, and her mother was already frowned upon in the village because she was considered a witch (which is very true, by the way).
As a young woman, seeing as she was plain, she concocted a love potion to make the handsome man of the moment fall in love with her.
Unfortunately, the handsome man was engaged to the daughter of an important merchant: the marriage falls apart, Gattara is discovered, her mother is held responsible for being a witch (young Gattara was never thought to be so irresponsible and lustful), she takes all the blame, and is burned at the stake.
Gattara, already antisocial by nature, takes with her the few belongings inherited from her parents and goes to live in a traditional little house in the woods with small animals who would otherwise be outcasts like her (see stray cats). Fortunately, there she discovers her empathy with nature and the fairy world and eventually her desire to be part of it is noticed by the Druids, so Gattara becomes part of it.
Vitus, this looks awesome! Not sure I can commit but I might be up for it. I'll post a character when I figure out whether I'm down.
Rollback Post to RevisionRollBack
A professional goofball, writer, and frisbee player. Probably the best thing to happen to you since you woke up this morning. DM: Liquid Swords - A Historical Wuxia Campaign, In the Depths - A Fantasy Homebrew Flying Pig Cultist of the Cult of Flying Pigs (don't ask) You're amazing, don't you know that? All of you. Extended sig here, check it out! Be mine, when the world ends and skies tumble down -- why, is the water so soothing to drown?
Name: Lyra Ravenscale (<-- link to dndbeyond character sheet) Race: Wood Half-Elf Class / Subclass: Hexblade Warlock (2) / Eloquence Bard (4) Background: Custom (Urban Bounty Hunter / Spy) Free Feat: Resilient (CON), then Fey Touched at Bard(4) Uncommon Magic Item: Stone of Good Luck (Luckstone), re-flavored as a dark harmonica (see backstory below). Common Magic Item: Dark Shard Amulet, re-flavored to be same item as above, a dark harmonica (see backstory below). Additional Purchased Gear: (besides starting gear) warhammer (hex weapon), shield, vial of antitoxin, bag of caltrops, case for crossbow bolts, sack Character Sheet: Lyra Ravenscale Backstory and Image: See (first) spoiler below:
Youngest child of a minor noble family. An afterthought. As a child, Lyra once found a small, strange dull black musical instrument. A harmonica. She keeps it with her always and sounds brief, haunting chords on it whenever she casts a spell or inspires someone. There is something unearthly about it, not of this plane of existence. Stains her lips like dark lipstick as she plays it and casts Minor Illusion to generate the sound of her own voice as accompaniment. In truth, the harmonica is an artifact of Shadowfell and the mythical Raven Queen, who has now bonded Lyra for life whether or not Lyra knows it (or wants it). The Hexblade pact.
Having run off from her countryside manor home to the sovereign city of Junut, becoming first a popular musician and speaker, then an informant to a powerful noble house, then a spy, Lyra seeks adventure with the unshakeable confidence and insatiable eagerness of youth.
Pretty, though she has always relied more on her words than her looks. Not above using her looks, though. Much of the time, Lyra can charm her way out of anything, yet she almost alwaysbelieves she can, whether true or not. And 99% of the time, regardless: she... will... not... shut... up. One day, perhaps someone will set her straight and make her pay.
Though she doubts it.
^^^ See spoiler above for backstory and image. ^^^
This post has potentially manipulated dice roll results.
Ability scores: 14779915
Goodness I hope I formatted those rolls right because I’m currently on mobile and it’ll look like a bunch of nonsense if I didn’t. Still at work right now but gonna throw out a roll to see if I have the stats for the idea I wanna do or if I need to spend a couple more hours brainstorming!
edit: no I did not format that correctly omg guess I’ll just worry about rolling when I get home
Name: Elrora Bistanthelas Race: High Elf Class (Subclass): Fighter (Champion) Background: Noble Ability Scores: Point Buy Free Feat: Shield Master Uncommon Magic Item: Figurine of Wondrous Power, Silver Raven (Re-flavored as Dove) Common Magic Item: Potion of Healing Additional Purchased Gear: Handaxe, Healer's Kit Character Sheet: https://www.dndbeyond.com/characters/104484955/7mMmpw Backstory:
Raised as the princess of the Evermeet Kingdom, Elrora had known only aristocracy and restrictions, being nothing more than a highly-expensive pawn in a political game. She had lived a very sheltered life, never truly allowed to experience the world beyond castle walls. But the Elven woman is spunky, and free-spirited, wanting to live beyond the crown she was born to wear. Elrora longed for adventure, and it was with that tug on her heartstrings that she's become an adventurer seeking quests, to see if she can do more good with sword and shield and a presence among the people — rather than trapped in a faraway castle.
Note: Elrora was originally created for a campaign set in the Forgotten Realms setting, but I'm happy to adapt her backstory for yours! Laephny might be a good place for her to be the princess from.
Background: Hermit Free Feat: Eldritch Adept (TCoE) -- Rebuke of the Talisman Uncommon Magic Item: Ring of Mind Shielding Common Magic Item: Potion of Healing Additional Purchased Gear: 2 more healing potions, herbal kit
A flicker of mental static, the scent of ozone, and the githzerai warlock is simply there. He does not walk into the room so much as a piece of Limbo itself is momentarily excised and replaced by his ascetic, angular form.
His first action is a psionic one. He doesn't need to speak to announce his presence; his arrival is its own statement. As he stands at attention, a mental echo resonates in the minds of everyone nearby, a disorienting sensation akin to a hand briefly touching the inside of their skull. It's a mental command, cold and direct, that demands focus and attention.
He offers a simple, formal salute, and a faint, shimmering field of translucent energy briefly coats him—the innate psionic shield spell he can manifest at will. It is a nervous habit, an automatic reflex of a people forged in paranoia and fear, even when danger is not present.
@Kol, could you please roll stats in this thread? (Was able to see the post in Rolling Dice, but it also had 1s rerolled whereas I prefer the straight 4d6 drop lowest.)
No species restrictions. Depending on a choice, might be rarer, but should be able to work with it. Also, hadn't mentioned this, but the Tasha's optional racial bonuses are also OK by me.
Thanks! I just wanted to make sure that the world's lore didn't exclude some species.
That's basically the Point Buy array 15 / 14 / 14 / 12 / 8 / 8, so I'll probably just go with Point Buy. I have a couple of different character ideas, and I'll update this post once I decide which one would fit best and be fun to play at 6th level!
2-5 Sentence Backstory (simple is ok): Fazili is an ever curious gnome, prone to wandering off on his own even in the dangerous under dark (if there is one here, if not I will revise). He's learned to rely on himself and keeps few relationships, but is getting on in years and seeking companionship and socialization. He's done what used to be unthinkable to him and wandered into a major city (to him at least) and is looking for a new adventure
Name: Ying Suyin Race: Variant Human Class (Subclass): Fighter (Eldritch Knight) Background: Soldier Free Feat: Heavy Armor Master Uncommon Magic Item: Greatsword +1 Common Magic Item: Collapsing Pole Additional Purchased Gear: 1. Hooded Lantern 2. 5 flasks of oil 3. Bedroll 4. Tent 5. Mess kit Character Sheet:https://www.dndbeyond.com/characters/153462666/V1DM3Y Backstory: Ying Suyin hails from Taheath of the Gildara Dynasty. Known for the production of Kepvine Liqueur. As a kid she tried her hand at the craft but one ringing fiery moment ended her time at the distillery. Reassessing her strengths as her eyebrows grew back, she realized her strength is strength. She can practically pull a wagon without any beasts of burden. What she lacked was tempering as her grandpa says so very often. Finally heeding his advice, she joined the Gildara Dynasty Military. She found purpose and she thrived as she was also taught magic. Her intelligence became a fostered talent that took years of studying. Though she never climbed high among the ranks, she likes to think she earned the respect of her fellow soldiers. Though perhaps not as she was reassigned to scouting with vague instructions to head to BiraKruut. Well orders are orders.
Ability scores: Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section.
So, I guess I'll just take the standard array >>> with pluses, etc. the numbers become 9, 13, 14, 12, 12, 17
Long ago the mad Duke Duka unleashed an arcane artifact, creating a blast that went for hundreds of miles, creating a vast desert wasteland now known as the Desolation of Duka. Recently spies from the Sovereign City of Junut intercepted a messenger that seemed to indicate someone is trying to learn how to make such an artifact once more. For someone to gain their hands on so powerful a weapon would be a severe threat not only to the lives of untold people, but also the independence of the Sovereign City.
With Junut's spy network stretched thin, a verdan named Tallisma has contacted you to investigate. While the messenger her people intercepted was not much help information-wise, there's reason to believe there may be a group researching the Desolation somewhere in the Silverwood Forest. As such arrangements were made for the chosen party to make way to Birakruut, a town in the North of the Silverwood Forest.
Now that you have arrived, what will you find? What dark secrets lie in the Silverwood forest?
What kind of campaign to expect.
There'll be social aspects, largely in Birakruut but also random encounters. Exploration aspects searching for things in the woods. And also combat via some dungeon crawls and random encounters.
The campaign will be for 3-4 lv6 characters. Depending on things I may extend with a second leg for lv7, but keeping it smaller for now. I'll typically try to post every 24-48 hours.
Summary of Regions Useful to Know
Birakruut. Town in the North of the Silverwood Forest. It is largely inhabited by lizardfolk, although denizens of other races do live there too. It generally runs its own affairs, not having much meddling from higher rulers.
Illuvan Empire: The Illuvan Empire was the major force in the world, stretching from North to South. But that was broken during a succession crisis, leading to a dynastic split. The North, and more powerful of the empire, went to the Gildara Dynasty. The South, less developed, went to the Meakor Dynasty. Each dynasty considers the other to be a rebellious usurper and while the balance of powers in the world has prevented either from making much headway, they are in a constant state of war.
Illuvan Empire (Gildara Dynasty). This is where the campaign takes place.
Illuvan Empire (Meakor Dynasty). The opposing Dynasty of the Gildarans.
Sovereign City of Junut. A mercantile city East of the Illuvan dynasties. Its independence relies on none of the major powers being able to afford to muster the necessary forces to conquer them. Tallisma is originally from Junut.
Silverwood Forest. Home of the lizardfolk and part of the Gildara Dynasty's territory. Once an independent kingdom it was conquered by the Illuvan Empire. For many years the lizardfolk resented their conquerors with many rebellions but attitudes have begun softening within the last hundred years. It is named after the Silverwood Tree, famed for its branches that turn into pure silver when cut off. Logging of silverwood trees without royal authority is punishable by death.
Citadel of Sumerki the Unspeakable. The ruined capitol of the lizardfolk. It is about a 4 day's journey South from Birakruut on the road.
Desolation of Duka. A desert filled with mummies and death dogs. People report strange occurrences from residual magic.
Other Background info. Not campaign-relevant, but letting you know if it piques your interest.
Laephny / Realm of the Western Elves. An Elven kingdom bordering the Northeast of the Gildara Dynasty. (fun fact: was naming things on the map, mixed up East and West, and now my headcanon is that Elves have a different perspective that map that makes them East by their count but West to everyone else.)
Gelusilva / Realm of the Northern Elves. A loose collective of elves that is very rural without much centralization. Recently dealt with an invasion from an opportunistic hobgoblin warlord.
Dahlvaland. A kingdom the East of the Illvuan Dynasties. Capitol is Kangen, the City of Pavillions.
Werstcot Confederation. Northwest across the ocean. A major location is the Pantheon of Broken Worlds, a once-great city that still exists but is host to many cults of dark entities.
Jawn Delak, the Kingdom Between the Seas. A kingdom West of the Gildara Dynasty across the ocean, collection of various islands.
Free People's Democratic Republic of the Coast. Southwest across the sea from the Gildara Dynasty, West of the Meakor Dynasty. A notable location is Llanfech the City of Song, which has a thriving university system.
Kingdom of Llechy Woods / Realm of the Southern Elves. West of the Meakor Dynasty. Dedicated to nature, make fey wine, every now and then they think the world is ending.
Daha Desert. A major border between the Gildara and Meakor dynasties. Jackalweres are a large portion of its inhabitants, most leaning towards the Meakor dynasty with their loyalties.
Taheath. City in the North of the Gildara Dynasty near the borders with the Western Elves. Known for kepvine liqueur.
Fortress of Ulfaang the Black. City in the South of the Gildara Dynasty. Ruled over by its eponymous death knight king. It is also where Tallisma is currently stationed. The city is known for its large undead populace.
Character Creation Rules
Stats: 4d6 drop lowest. If you don't like what you roll, feel free to use standard array / point-buy.
Free Feat: If your background does not already give you a feat you may choose one free feat.
Starting Level: Level 6.
2014 Rules: As mentioned in the title, characters should be built using 2014 rules and classes. If there's something in the 2024 rules that does not have a direct companion in 2014 (such as the Starry Wisp spell or Crafter feat) I am *open* to considering it, but no 100% guarantees.
Homebrew Policy: No original homebrew. But if there's official content you need to homebrew-replicate that's fine. Just let me know you're doing it.
Starting Gear: If your class gives you leather/chain mail you may freely upgrade to studded/splint. (If you're an edge case like Valor bard that gains additional weapon/armor proficiencies, we can talk about appropriate free gear.) You also have 300gp you may spend on additional gear. (Make a list, keep the change.) Choose 1 uncommon and 1 common magic item to start with.
Content Sharing: I do not have Master Tier. As a DM I can edit your sheet if there's something from the 2014 PHB/DMG/MM or Acquisitions Incorporated you want. But any other stuff you'll have to find on your own or homebrew.
Application Format
Name:
Race:
Class (Subclass):
Background:
Free Feat:
Uncommon Magic Item:
Common Magic Item:
Additional Purchased Gear:
Character Sheet:
2-5 Sentence Backstory (simple is ok):
My Homebrew Rules To Know
Short Rests are 5 Minutes. Effects/spells still count down as if 1 hour had occurred.
Goal: Allows me to have things closer together in the dungeon while still letting the party short-rest without finding a place that's safe for an entire hour. And by keeping spells counting down, keeps 1 hour / 10 minute duration spells that weren't intended to last through a short rest still in their designed time frame.
Combat will use block initiative. I may also adjust things after seeing the initiative to make nicer blocks. (Example: If two PCs were split in initiative by a single enemy then I might move that enemy up/down in initiative so the PCs can be grouped together.)
Goal: I've seen and used block initiative to great effect in PBP to help combat remain more fluid.
Minor things
I will not be persnickety with item interactions, within reason.
Goal: In combat there's various scenarios where managing what's in your hands can get icky. For example an archer that has an enemy get into melee range would, RAW, need to either stow away their bow and then use their action to draw a sword or drop their bow on the ground and then draw the sword. (Or vice versa for a melee switching to ranged.) I am okay with such a situation being able to stow the one and draw the other without having to use an action. Similarly a dual wielder is fine to draw both weapons at once even if they don't have the dual wielder feat.
I'm not going to worry about counting mundane ammunition. As long as you have your quiver/bolt case/etc. we'll just assume you have all you need.
Goal: I don't feel a need to track that meticulously when it comes to mundane ammunition. (Any magical ammunition will be tracked.) Plus with a bonus 300gp it's not like the extra couple gold for more arrows is going to make or break anything.
Somatic Components can be performed with a hand holding an arcane focus even if the spell doesn't have a material component.
Goal: There's some spells, like eldritch blast, that have somatic components but not material ones and it just feels thematically right to have a magic user incorporate their arcane focus in those situations still, even if it's not RAW.
When hidden, you can step 5ft from beyond your cover and still gain the unseen attacker bonus.
Goal: Helps things like rogues hide behind a pillar for sneak attack and not lose that unseen attacker bonus from stepping out from behind the pillar. Also pretty sure this is how most people rule it anyways.
I will be generous with spellcasting foci for gishes.
Goal: If you have a gish character that wants to sword and board such as an eldritch knight, we can figure out your spellcasting focus in a way that doesn't require you to drop your sword to grab it. Whether that's an attunement-free Ruby of the Warmage or something similar we can discuss. The juggling feels silly on classes/subclasses intended to be holding weapons with both hands.
Inspiration is a reroll that can be used after seeing the die as opposed to spent for advantage.
Goal: I don't give out inspiration a lot. So making it a reroll helps to avoid it get wasted in situations where it wouldn't matter because the non-advantage roll was already good.
A monster with multiattack can substitute one of the multiattacks for a shove/grapple/push/etc. similar to Extra Attack.
Goal: RAW is kinda tricky with multiattack's technicalities. This helps give multiattack monsters that utility of shoving/grappling without giving up an entire turn of damage.
I might add more minor things. Will talk with you.
Goal: There might be things I don't remember are minor homebrews that'll come up and I'm like, "Oh wait!" But, particularly if it could change an ongoing situation, I'll give you a heads up.
This is a signature. It was a simple signature. But it has been upgraded.
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Get rickrolled here. Awesome music here. Track 51, 10/23/25, Viva La Vida
Name: Gattara
Race: human variant
Class (Subclass): druid (sheperd)
Background: sage\alchemist
Free Feat: fey touched
Uncommon Magic Item: broom of flying
Common Magic Item: healing potion
Additional Purchased Gear: we'll see
Character Sheet: https://www.dndbeyond.com/characters/1993760 , to be changed according to rolls etc. once I get accepted
2-5 Sentence Backstory (simple is ok):
Gattara is the daughter of an alchemist and a herbalist, from whom she learned many of the important skills of both. Her father died when she was young, and her mother was already frowned upon in the village because she was considered a witch (which is very true, by the way).
As a young woman, seeing as she was plain, she concocted a love potion to make the handsome man of the moment fall in love with her.
Unfortunately, the handsome man was engaged to the daughter of an important merchant: the marriage falls apart, Gattara is discovered, her mother is held responsible for being a witch (young Gattara was never thought to be so irresponsible and lustful), she takes all the blame, and is burned at the stake.
Gattara, already antisocial by nature, takes with her the few belongings inherited from her parents and goes to live in a traditional little house in the woods with small animals who would otherwise be outcasts like her (see stray cats). Fortunately, there she discovers her empathy with nature and the fairy world and eventually her desire to be part of it is noticed by the Druids, so Gattara becomes part of it.
Ability scores: 15 6 13 14 10 10
Vitus, this looks awesome! Not sure I can commit but I might be up for it. I'll post a character when I figure out whether I'm down.
A professional goofball, writer, and frisbee player. Probably the best thing to happen to you since you woke up this morning.
DM: Liquid Swords - A Historical Wuxia Campaign, In the Depths - A Fantasy Homebrew
Flying Pig Cultist of the Cult of Flying Pigs (don't ask)
You're amazing, don't you know that? All of you.
Extended sig here, check it out!
Be mine, when the world ends and skies tumble down -- why, is the water so soothing to drown?
Ability scores: 14 12 13 13 8 12
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons | Lyra(Warlock2/Bard4): VitusW's Silverwood Forest
Dyson/Eleo(Cleric4): Vos' Beyond the Veil | Soren(Druid5): Bartjeebus' Ravenloft | Ophelia(Sorcerer4): Ashen_Age's Risen from the Sands
Joren(Fighter6): NotDrizzt's Simple Request | Sabetha(Monk3): Bedlymn's Murder Court | Seri(Cleric3/Sorcerer1): Bartjeebus' Greyhawk
(Using point-buy instead)
Name: Lyra Ravenscale (<-- link to dndbeyond character sheet)
Race: Wood Half-Elf
Class / Subclass: Hexblade Warlock (2) / Eloquence Bard (4)
Background: Custom (Urban Bounty Hunter / Spy)
Free Feat: Resilient (CON), then Fey Touched at Bard(4)
Uncommon Magic Item: Stone of Good Luck (Luckstone), re-flavored as a dark harmonica (see backstory below).
Common Magic Item: Dark Shard Amulet, re-flavored to be same item as above, a dark harmonica (see backstory below).
Additional Purchased Gear: (besides starting gear) warhammer (hex weapon), shield, vial of antitoxin, bag of caltrops, case for crossbow bolts, sack
Character Sheet: Lyra Ravenscale
Backstory and Image: See (first) spoiler below:
Youngest child of a minor noble family. An afterthought. As a child, Lyra once found a small, strange dull black musical instrument. A harmonica. She keeps it with her always and sounds brief, haunting chords on it whenever she casts a spell or inspires someone. There is something unearthly about it, not of this plane of existence. Stains her lips like dark lipstick as she plays it and casts Minor Illusion to generate the sound of her own voice as accompaniment. In truth, the harmonica is an artifact of Shadowfell and the mythical Raven Queen, who has now bonded Lyra for life whether or not Lyra knows it (or wants it). The Hexblade pact.
(For flavor, this dark harmonica embodies both of Lyra's magic items, the Stone of Good Luck (Luckstone) and Dark Shard Amulet).
Having run off from her countryside manor home to the sovereign city of Junut, becoming first a popular musician and speaker, then an informant to a powerful noble house, then a spy, Lyra seeks adventure with the unshakeable confidence and insatiable eagerness of youth.
Pretty, though she has always relied more on her words than her looks. Not above using her looks, though. Much of the time, Lyra can charm her way out of anything, yet she almost always believes she can, whether true or not. And 99% of the time, regardless: she... will... not... shut... up. One day, perhaps someone will set her straight and make her pay.
Though she doubts it.
^^^ See spoiler above for backstory and image. ^^^
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons | Lyra(Warlock2/Bard4): VitusW's Silverwood Forest
Dyson/Eleo(Cleric4): Vos' Beyond the Veil | Soren(Druid5): Bartjeebus' Ravenloft | Ophelia(Sorcerer4): Ashen_Age's Risen from the Sands
Joren(Fighter6): NotDrizzt's Simple Request | Sabetha(Monk3): Bedlymn's Murder Court | Seri(Cleric3/Sorcerer1): Bartjeebus' Greyhawk
Ability scores: 14 7 7 9 9 15
Goodness I hope I formatted those rolls right because I’m currently on mobile and it’ll look like a bunch of nonsense if I didn’t. Still at work right now but gonna throw out a roll to see if I have the stats for the idea I wanna do or if I need to spend a couple more hours brainstorming!
edit: no I did not format that correctly omg guess I’ll just worry about rolling when I get home
edit 2: why do I bother omg
edit 3: finally got it to work thank the gods
Ability scores: 17 16 11 14 8 13
Name: Elrora Bistanthelas
Race: High Elf
Class (Subclass): Fighter (Champion)
Background: Noble
Ability Scores: Point Buy
Free Feat: Shield Master
Uncommon Magic Item: Figurine of Wondrous Power, Silver Raven (Re-flavored as Dove)
Common Magic Item: Potion of Healing
Additional Purchased Gear: Handaxe, Healer's Kit
Character Sheet: https://www.dndbeyond.com/characters/104484955/7mMmpw
Backstory:
Raised as the princess of the Evermeet Kingdom, Elrora had known only aristocracy and restrictions, being nothing more than a highly-expensive pawn in a political game. She had lived a very sheltered life, never truly allowed to experience the world beyond castle walls. But the Elven woman is spunky, and free-spirited, wanting to live beyond the crown she was born to wear. Elrora longed for adventure, and it was with that tug on her heartstrings that she's become an adventurer seeking quests, to see if she can do more good with sword and shield and a presence among the people — rather than trapped in a faraway castle.
Note: Elrora was originally created for a campaign set in the Forgotten Realms setting, but I'm happy to adapt her backstory for yours! Laephny might be a good place for her to be the princess from.
Rusty DM & Barbarian
I do love a world with specific lore. :-)
@VitusW - Are there any species restrictions? Or are all published races from the 2014 rules / MotM appropriate for this campaign?
Ability scores: 7 12 14 15 9 14
No species restrictions. Depending on a choice, might be rarer, but should be able to work with it.
Also, hadn't mentioned this, but the Tasha's optional racial bonuses are also OK by me.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny |
Eggo Lass, Bone and Oblivion | Tendilius Mondhaven Paxaramus, Drakkenheim
Karl Erikson, No Guts No Glory |
Silverwood Group 1 | Silverwood Group 2 | Hacking the Hackett
Get rickrolled here. Awesome music here. Track 51, 10/23/25, Viva La Vida
Name: L'Zaar
Race: Githzerai
Class (Subclass): Warlock (The Great Old One) / Pact of the Talisman
Ability Scores with race/class tweaks: 10, 14, 16, 14, 13, 20Background: Hermit
Free Feat: Eldritch Adept (TCoE) -- Rebuke of the Talisman
Uncommon Magic Item: Ring of Mind Shielding
Common Magic Item: Potion of Healing
Additional Purchased Gear: 2 more healing potions, herbal kit
Character Sheet: https://www.dndbeyond.com/characters/153440881
@Kol, could you please roll stats in this thread? (Was able to see the post in Rolling Dice, but it also had 1s rerolled whereas I prefer the straight 4d6 drop lowest.)
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny |
Eggo Lass, Bone and Oblivion | Tendilius Mondhaven Paxaramus, Drakkenheim
Karl Erikson, No Guts No Glory |
Silverwood Group 1 | Silverwood Group 2 | Hacking the Hackett
Get rickrolled here. Awesome music here. Track 51, 10/23/25, Viva La Vida
Thanks! I just wanted to make sure that the world's lore didn't exclude some species.
That's basically the Point Buy array 15 / 14 / 14 / 12 / 8 / 8, so I'll probably just go with Point Buy. I have a couple of different character ideas, and I'll update this post once I decide which one would fit best and be fun to play at 6th level!
Ability scores: 5 14 14 10 17 9
Name: Fazili
Race: Deep Gnome
Class (Subclass): Ranger (Hunter)
Background: Outlander
Free Feat: Skulker
Uncommon Magic Item: Sling of Warning
Common Magic Item: Staff of Birdcalls
Additional Purchased Gear: Sling Bullets, traded leather for Studded leather, discarded longbow and arrows
Character Sheet: https://www.dndbeyond.com/characters/153458148/WuDGE8
2-5 Sentence Backstory (simple is ok): Fazili is an ever curious gnome, prone to wandering off on his own even in the dangerous under dark (if there is one here, if not I will revise). He's learned to rely on himself and keeps few relationships, but is getting on in years and seeking companionship and socialization. He's done what used to be unthinkable to him and wandered into a major city (to him at least) and is looking for a new adventure
Name: Ying Suyin
Race: Variant Human
Class (Subclass): Fighter (Eldritch Knight)
Background: Soldier
Free Feat: Heavy Armor Master
Uncommon Magic Item: Greatsword +1
Common Magic Item: Collapsing Pole
Additional Purchased Gear:
1. Hooded Lantern
2. 5 flasks of oil
3. Bedroll
4. Tent
5. Mess kit
Character Sheet: https://www.dndbeyond.com/characters/153462666/V1DM3Y
Backstory:
Ying Suyin hails from Taheath of the Gildara Dynasty. Known for the production of Kepvine Liqueur. As a kid she tried her hand at the craft but one ringing fiery moment ended her time at the distillery. Reassessing her strengths as her eyebrows grew back, she realized her strength is strength. She can practically pull a wagon without any beasts of burden. What she lacked was tempering as her grandpa says so very often. Finally heeding his advice, she joined the Gildara Dynasty Military. She found purpose and she thrived as she was also taught magic. Her intelligence became a fostered talent that took years of studying. Though she never climbed high among the ranks, she likes to think she earned the respect of her fellow soldiers. Though perhaps not as she was reassigned to scouting with vague instructions to head to BiraKruut. Well orders are orders.
So, I guess I'll just take the standard array >>> with pluses, etc. the numbers become 9, 13, 14, 12, 12, 17
15, 15, 12, 10, 14, 14
Sweet rolls and fun sounding game but I can't actually fit another one in. :(
Still looking for a rogue?
Ability scores: 13 13 12 13 10 12
Cats go Moo!