Dungeons and Trading Card Games (5e homebrew)
Looking for players in an experimental homebrew version of D&D 5e. Mechanics-wise, the main difference is that magic is governed by collectible cards rather than spell slots. (except sorcerers, who still learn wild magic) Spells are tweaked to scale with relevant caster class level, but otherwise any character can use the base value of any spell card.
Story-wise, the party will start off as residents of a small trade town. The entire town is cursed by a mysterious entity who marks the populace with a mystical cursed tattoo. With an invasion of cultists, an underground crime ring, and an undead uprising there will be plenty to keep the party occupied as they try to unravel the mystery behind the curse.
Total Slots: 6
Filled Slots: 6
Everyone starts at level 1. Anyone who comes in far enough into the game will have a higher level to help them catch up.
No restrictions on class or race besides those available in D&D 5e
I have a set of custom gods for the world's culture, but you can worship gods outside of that pantheon if you wish, without receiving penalties. You can even start your own new religion with your character if that's something you want.
This message was last edited by the user at 06:29, Fri 15 May 2020.