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02:22, 20th April 2024 (GMT+0)

House Rules & Character Creation.

Posted by Game MasterFor group 0
Game Master
GM, 2 posts
free and wild
beyond good and evil
Wed 22 Jun 2022
at 03:36
  • msg #1

House Rules & Character Creation

House Rules
  • Experience. Experience will be by the milestone system.
  • Side Initiative. PCs make a group initiative check (PHB 175) - each character rolls a d20 + their initiative modifier, and if half or more of the group succeeds the check then the side as a whole succeeds, and it is their side's turn first. The DC for this check is typically 10 + the highest initiative modifier of the opposing side. When it is a side's turn, the members of that side can act in any order they choose (in PBP, this means 'first come, first served'). Once everyone on that side has taken a turn, the other side acts. A round ends when both sides have completed their turns.
  • Luck. Instead of Inspiration, PCs have luck points. These work much like the Lucky feat: they can be spent before or after an attack roll, ability check or saving throw to roll an additional die and choose which to use. They cannot be used to force an attack roll against the PC to be rerolled. PCs can have at most one luck point at a time, and are only gained at the GM's discretion - typically for clever and audacious deeds, playing well to the character's traits, ideals bonds and flaws, or for fumbles (see below).
  • Fumbles. When a character rolls a natural 1 on an ability check or attack, it is a potential fumble. The GM can choose to activate this fumble by awarding the PC a luck point, and inflicting a negative consequence or complication on them - making a costly error, dropping a weapon, tripping and falling prone, attacking the wrong target, etc. If the GM does not activate the fumble, nothing happens beyond the normal results of the roll.
  • Hit Points per Level. Hit points for 2nd level and beyond are rolled with advantage.
  • Damage Mitigation. Until 2nd level, all damage done to the PCs by enemies, traps, hazards, etc. will be rolled with disadvantage in order to compensate for their fragility. Damage inflicted by the PCs is not affected.

Special Rulings
  • Lucky Feat. This feat increases the number of Luck points the character can have to 3 and does not allow the use of luck points to affect attack rolls made against the character, but otherwise functions are written.
  • Scaling Potions of Healing. These only come in one variety - there are no greater potions of healing, etc. A character that drinks the magical red fluid in this vial regains Xd4+X hit points, where X is their proficiency bonus.

This message was last edited by the GM at 01:28, Thu 19 Jan 2023.
Game Master
GM, 3 posts
free and wild
beyond good and evil
Mon 27 Jun 2022
at 07:01
  • msg #2

House Rules & Character Creation

Character Creation

Concept
Are you a resident of Ibh-Kewar, desperate to help save your home? A caravan guard or foreign merchant from across the Red and Green Desert, willing to help rather than see this outpost wither? A pilgrim or missionary ready to put your faith into action to protect these pious folk? A scholar or mystic seeking the fabled truth of the water's source? Or a sell-sword, prepared to do a good deed for good coin?

  • Sources. I'm willing to consider any and all sources, including Unearthed Arcana and third-party sources, but anything from outside the Player's Handbook, Xanathar's Guide and Tasha's Cauldron should be run by me first.
  • Starting Level. 1st. I plan to zip through the first few levels very quickly, however.
  • Ability Scores. Standard 27 point buy.
  • Feat. All characters get a bonus feat at 1st level (variant humans thus get two feats). You may not choose Great Weapon Master, Polearm Master, Sentinel or Sharpshooter at 1st level; treat these feats as if they have a prerequisite of 4th level.
    Common Elements. The most common terrain types include desert, mountain and underground, though all except arctic may see use. Beasts, elementals, fiends, monstrosities and undead are likely to be among the most common creature types.

This message was last edited by the GM at 01:26, Thu 19 Jan 2023.
Game Master
GM, 5 posts
Sat 14 Jan 2023
at 03:47
  • msg #3

House Rules & Character Creation

Fire Domain (from Green Ronin's Book of the Righteous)

Fire Domain Spells
1st burning hands, hellish rebuke
3rd flaming sphere, heat metal
5th daylight, fireball
7th conjure minor elementals, wall of fire
9th conjure elemental, flame strike


Bonus Cantrip
When you choose this domain at 1st level, you gain the fire bolt and produce flame cantrips if you don’t already know them. These cantrips count as cleric spells for you.

Allied to the Fire
Also starting at 1st level, you gain resistance to fire damage.

Channel Divinity: Stoke the Blaze
Starting at 2nd level, you can use your Channel Divinity to cause the flames created by your spells to burn with an intensity stoked by divine power. When you roll fire damage, after you have rolled you can use your Channel Divinity to deal maximum damage to a single target, instead of what you rolled.

Searing Radiance
Beginning at 6th level, when you would cast a spell that deals fire damage, you can choose for half of the damage dealt to be radiant damage, and the rest to be fire damage. You must make this decision before you resolve the spell’s effect.

Powerful Spellcasting
Beginning at 8th level, when you deal damage with any cleric cantrip, add your Wisdom modifier to the damage.

Untouched by the Flame
Starting at 17th level, you become immune to fire damage.
Game Master
GM, 9 posts
Thu 19 Jan 2023
at 06:16
  • msg #4

Character Sheet Template

Name | Gender Race | Background | Class X

<goldenrod>[b]Ability Scores[/b]</goldenrod>

Str 10 | Con 10 | Dex 10 | Int 10 | Wis 10 | Cha 10

<goldenrod>[b]Human (Variant)[/b]</goldenrod>
[list][*][b][i]Ability Score Bonuses.[/i][/b] +1 abl and abl.
[*][b][i]racial trait.[/i][/b] brief summary of effects.[/list]
<goldenrod>[b]Background[/b]</goldenrod>
[list][*][b][i]feature.[/i][/b] brief summary[/list]
<goldenrod>[b]Proficiencies[/b]</goldenrod>
[list][*][b][i]Languages.[/i][/b] Sharzban, language, language.
[*][b][i]Armour.[/i][/b] armour, shields.
[*][b][i]Weapons.[/i][/b] weapon, weapon.
[*][b][i]Tools.[/i][/b] tool, tool.
[*][b][i]Saves.[/i][/b] save, save.
[*][b][i]Skills.[/i][/b] skill +0, skill +0, skill +0.[/list]
<goldenrod>[b]Feats[/b]</goldenrod>
[list][*][b][i]Feat.[/i][/b] brief summary of effects[/list]
<goldenrod>[b]Class Features (class X)[/b]</goldenrod>
[list][*][b][i]feature.[/i][/b] brief summary of effects.[/list]
<goldenrod>[b]Spellcasting[/b]</goldenrod>
[list][*][b][i]Cantrips.[/i][/b] x known.
[*][b][i]Spell Preparation.[/i][/b] x spells.
[*][b][i]Spell DC.[/i][/b] 10.
[*][b][i]Spell Attack Modifier.[/i][/b] +0.
[*][b][i]Spell Slots.[/i][/b]
[*]1st [_] [_][/list]
<hr>
<goldenrod>[b]Combat[/b]</goldenrod>
[b][i]AC.[/i][/b] 10.
[b][i]Attacks.[/i][/b]
[list][*][b][i]Quarterstaff.[/i][/b] Melee +0 (1d6 type)
[*][b][i]attack[/i][/b] Ranged +0 (1d6 type, 10ft.) [/list]
[b][i]HP.[/i][/b] 00 (xdx+x)
[b][i]Saves.[/i][/b]
[list][*]Str +0 | Con +0 | Dex +0 | Int +0 | Wis +0 | Cha +0[/list]
<hr>
<goldenrod>[b]Equipment[/b]</goldenrod>
[list][*]gear, gear, gear[/list]
<hr>
<goldenrod>[b]Spellbook[/b]</goldenrod>
[b][i]Cantrips[/i][/b]
[list][*]cantrip, cantrip, cantrip[/list]
[b][i]1st Level.[/i][/b]
[list][*]spell, spell, spell[/list]
Game Master
GM, 11 posts
Sat 21 Jan 2023
at 00:18
  • msg #5

Gnoll PC Race

Fierce and clever, savage but sociable, gnolls have little need for the trappings of civilisation – what they need they can make as they travel, take from those who no longer need it or win in competition, barter or battle. Gnoll packs roam the rugged hinterlands where others would struggle to scrape a living, taking pride in their resourcefulnes and independence.

According to common gnollish myth they were once no different from the hyenas they live and hunt alongside. One day, however, a pack came across the titanic body a dead god lying in the desert, and gorged themselves on its divine flesh and ichor. This sacriligious cannibalism endowed them with sentience and twisted their bodies into two-legged forms. Gnolls remember this banquet fondly, calling the deity Yama-Zhhur - “Supreme Meat.” Legends say that Yama-Zhhur's mighty carcass still lies somewhere in the wastes, with a little marrow and meat still on it – who can say what consuming those last morsels might do?

Ability Score Increases. Your Contitution increases by 2.
Age. Gnolls mature around age 12, and seldom live past 50 years.
Alignment. Stubborn and chafing at unearned authority, gnolls tend towards chaos.
Size. Gnolls can vary between 5' and 7' tall, with lean, ropy builds. Your size is Medium.
Speed. Your base walking speed is 30ft.
Bite. Your powerful jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier.
Darkvision. Accustomed to hunting and travelling at night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Gnollish Resilience. You have advantage on saving throws against disease, and against saving throws against ingested poison (including foul or rank food and water).
Languages. You speak, read and write Common (Sharzban) and Gnollish. The written component of gnollish is limited, mostly consisting of trail signs, territorial markings clawed on stone and prayers and incantations scratched into bones. Gnolls happily steal useful words and letters from other languages to suppliment their own, however.
Survivalism. You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Subrace. Playable subraces amongst gnolls include the matriarchal, competitive kroca; resourceful and inquisitive hna; and the hardy, insect-taming aarish. Other subraces not suited for PCs include the vile, necromantic uhrskn and the mighty, bone-crushing flind.

Kroca
Queens To Queens. Kroca are the most numberous subrace of gnolls, and the physically largest. Their pelts are shades of tawny golden and reddish brown, usually with black muzzles, tails and rosette spots. Many kroca enjoy adorning themselves with scars, tattoos, trophies or shaving and dying their pelts to show off their accomplishments. Their social structure defines gnollish society: extended families form packs, following a matriarch (often the oldest, wisest, strongest or best hunter), who in turn owes allgiance to the matriarch of a larger pack, creating a loose feudal system across vast ranges.
Compete To Live. Everything is a struggle for survival and victory for the kroca. They seek to outdo each other in all things, working their way up the pack hierarchy and proving their superiority to outsiders. This includes combat, hunting, footraces, athletic pursuits and even social arts such as bartering and flyting (contests of verbal wit and mockery). Kroca bargain hard, play hard and fight hard.

Ability Score Increase. Your Charisma or Strength increase by 1.
Natural Competitor. You have proficiency in the Athletics, Persuasion or Performance skill. When you roll an ability check using one of these proficiencies opposed by another creature, before making the check you may choose to roll 1d4 and add it to your total. You may do this a number of times equal to your proficiency bonus before taking a  long rest.

Hna
The Value of Subtlety. Let the kroca hunt and clash and strive – there is plenty off leftovers for the patient and cunning when the loud and foolish fight. The hna prefer to live by scavenging and opportunism. They are smaller and slighter in build, with paler pelts of creamy brown and muddy yellow slashed with dark stripes, and their demeanours tend to be less aggressive and flashy as well, prizing ecclectic objects for functionality rather than flamboyance.
Hunters of the Aftermath. The hna have a reputation as stormcrows, as bringers of ill-omen, but the truth is they rarely act to inflict harm on other societies. They see the world as a place of disasters waiting to happen; there is no need to pillage a town, when sooner or later raiders or misfortune will strike of their own accord. And the hna will be there to sift through the rubble and take what is useful to them.

Ability Score Increase. Your Intelligence or Wisdom increase by 1.
Natural Scavenger. You have proficiency in the Sleight of Hand or Investigate skill. When you take a short rest, you may study a weapon or tool you have access to, intuiting its purpose and workings. You gain proficiency in that weapon or tool until you take a long rest. The GM may also give you insights into the item's history and culture of origin, and their discretion.

Aarish
Riders of the Bugs. Similar in stature to the hna, aarish are physically distinguished by their more pointed muzzles, black-furred spectacles around their eyes and tendency towards greyish pelts. They are less averse than their kin to adopting some of the trappings of civilisation – rather than exclusively hunt or scavenge, the aarish have become insect-herders. The drive herds of giant beetles across the desert, harvest honey from hives and surround giant termite mounds with burning brush to roast them, relying on their hardy constitutions and nimbleness to protect them from venemous stings and bites.

Ability Score Increase. Your Dexterity increases by 1.
Greater Resilience. You have advantage on saving throws against all poisons, not just ingested ones, and are resistant to poison damage.
Speak with Insects. Through clicking sounds and whisker- or antennae-twitches you can communicate simple ideas with beasts of the arthropod phylum (insects, spiders, scorpions – basically all creepy-crawlies and vermin).
Game Master
GM, 17 posts
Sun 29 Jan 2023
at 00:37
  • msg #6

New Equipment

Adventuring Gear

Clothes, hot weather. This outfit consists of loose, billowy clothing to keep the wearer cool and protected from the sun while in hot, dry desert terrain. It includes a caftan, turban, scarf, loose pantaloons, and sandals or high cloth boots. Hot weather clothing grants advantage on saving throws against extreme heat. (5gp, 3 lbs.)
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