GB DND
lexion of the throne
Fallen Empire Words
Godbound
DM: yea
Craig: BIGGUS DICKUS!
Dennis
Alex Mason
Hp:40
Ac:10
Eft:6
in:4
Str:15
Dex:20
Con:6
Cha:15
Wis: 16
Int: 11
Traits: Self control, resilience.
words:Deception, night,alacrity,knowledge
Gifts: Walking ghost, a familiar face, Perfect Masquerade, Shadow Play,Veiled Step,flickering
advance, welcoming the dusk,all directions as one, mist on water
(Example)
Words:
gifts:
Hp:8+(con mod *2)
Ac:10
Eft:3
Donminon:0
in:2
Str:
Dex:
Con:
Cha:
Wis
Int:
Yageroth
Words: Metamorphosis, The world, Permanence
gifts: Knack of the borrowed shape, Deceitful faces, Untiring inspiration
Hp:14
Ac:10
Eft:3
in:2
Str:13
Dex:13
Con:18
Cha:1
Wis:11
Int: 11
Craig; (biggus dickus); (T.H.E.D.R.U.G.S);( red boi); (crimsion313)
Domain: might
Gifts: stronger than you
weapon : 4d12
Hp:17
Ac:10
Eft:3
inc:2
Str:18
Dex:17
Con:13
Cha:6
Wis8
Int: 5
Hunter(dennis)
Hp:19
Domain:Deception,darkness,luck
Gifts: walking ghost
Ac:10
Eft:3
inc:2
Str:18(+4)
Dex:20(+5)
Con:9(-1)
Cha:18(+4)
Wis:15(+2)
Int: 15(+2)
Darkest Dungeons:
DM:
Dennis:
Dawn:
Crag:
Characters
Dawn: human cleric 1
Hp:12
Ac:17 with shield
Str:9
Dex:18
Con:18
Cha:21
Wis:15
Int:13
ep:) a mace,chain mail, dagger,a priest’s pack, A shield and a holy symbol
Pro:: Light armor, medium armor, shields, All simple weapons,Wisdom saves, Charisma saves
History, Medicine,heavy armor
Skills:eleven,Disciples of Life
names slots level
Resistance,spare the dying, inf cantrip
toll of the dead
Detect evil and good magic 2 1
and poison and
disease,bless, cure wounds
Donovan(Dennis)
Assassin lvl 3 (cursed status 1)
Hp:15
San:25/70
Ac:19
Str:17
Dex:22
Con:10
Cha:19
Wis:14
Int:13
Golden key
Map
Some kind of red pink ball (i stole it)
A letter.
Gold:24
Silver:15
copper:0
ep:shortsword, shortbow and quiver of 20 arrows,a burglar’s pack,Leather armor, two
daggers,sacrifical dagger 2d6, i. and thieves’ tools 20gp. Night dial: a clack that can change 30
ft area light type around you to moon light, dusk, or dark for 10 rounds (30 seconds) with 3
change per day. 2 large canteens(112 ppl can drink well), food.(feeds 20 ppl)
Pro: Light armor Simple weapons, hand crossbows, longswords, rapiers, short swords Thieves’
tools Dexterity saves, Intelligence saves, Acrobatics, Deception, Sleight of Hand, and
Stealth,cunning action,Assassinate disguise kit and the poisoner’s kit
skills:Darkvision,Fey Ancestry,Keen Senses,Trance,Elf Weapon Training,Fleet o f Foot,Mask o f
the Wild,sneak attack Expertise: (Deception)(Stealth)
(dennis)character Ideals :Money is the best motive (evil), Physical Power is the good power that
you should answer to (evil), Daggers are best(chatioc dumb) .
Bonds: (dead) pet dog. Old Partner, (Dead) old mentor
Alignment: Chaotic Neutral
Fey eater 2
Hp:15
Ac:13
Str:14
Dex:16
Con:10
Cha:7
Wis:14
Int:4
Pro +2
Skills:All barding armor, Natural Weapons, Dexterity saves, and strength saves,Keen
Smell,Ferocious,fey slayer.
Attacks: Bite. Melee Weapon Attack: 1d8 piercing damage
Claw. Melee Weapon Attack: 1d6 slashing damage,finesse
DOG
Ac:12
Hp”11
Str:13
Dex:14
Con:12
Cha:12
Wis:10
Int:5
Ep:none
Skills:Keen Hearing and SmellScent Tracker
pro: Perception and Performance
Bite. Melee Weapon Attack: 1d8 piercing damage
Skills. Perception and Performance
Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing
or smell.
Scent Tracker. Your mastiff has advantage on Wisdom
(Survival) checks to track a creature based on
smell.
Natural Weapons
Bite. Melee Weapon Attack: 1d8 piercing damage
Blaze: (corbin’s character) half orc wizard 1
Hp:7
San:35/100
Ac:10
Str:21
Dex:16
Con:12
Cha:19
Wis:15
Int:19
Ep:dagger, arcane focus, a scholar’s pack, A spellbook
skills:Spellcasting, Arcane Recovery darkvision, menacing, relentless endurance, savage
attacks
pro: Daggers, darts, slings, quarterstaffs, light crossbows, Intelligence saves, Wisdom save,
Investigation, and Insight, Religion
character Ideals:
Bonds: his demon lover
Alignment: lawful good
Spell names Spell slots Spell tier
infestation, inf 0
firebolt,prestidigitation
Find familiar, 2 1
shield,sleep,unseen
servant,mage armor, ice
knife,burning hands, false life
(toby’s character) craig the Primal Spirit 3
Hp:31
San:5/50
Ac:18
Str:20+5
Dex:16+ 3
Con:12+1
Cha:14+2
Wis:10+0
Int:13 +1
1 gold
Ep: big sword, spear, An explorer’s pack and four javelins
Pro: Light armor, medium armor, shields,Simple weapons, martial weapons,
Strength saves, Constitution saves,Athletics, Intimidation,
Skills: rage, unarmored defense,big boi(you are 10ft),good smell and
vision,Reckless attack, danger sense, Primal summons,Shared Rage
Neutral good.
Phenix 1
Hp:11
Ac:14
Str:8
Dex:18
Con:9
Cha:7
Wis:14
Int:5
Pro +2
Skills:All barding armor, Natural Weapons, Dexterity saves, and Constitution
saves,pack tatics,Keen sight,perceprtion and arcobatic
Attacks: claw:1d4 slashing finesse
Primal summons
Deane lvl 2 ( 1)
Hp:24
San:5/70
Ac:18
Str:20
Dex:20
Con:16
Cha:14
Wis:14
Int:7
Ep: a dungeoneer’s pack.a sword and a shield, a light crossbow and 20 bolts, chain mail
Pro:shields,Simple weapons, martial weapons, Strength saves, Constitution
saves,Athletics,,Animal Handling
Skills:fighting style:deuling,2nd wind,A c t i o n S u r ge
Dire wolf 4
Hp:36
Ac:14
Str:17
Dex:15
Con:15
Cha:7
Wis:12
Int:3
Pro +2
Skills:stealth +4, Perception +3,Keen Hearing and Smell: The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell,Pack Tactics: The wolf has advantage on an
attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Attacks: bite:+5 to hit, reach 5 ft., one target. on Hit: (2d6 + 3) piercing damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Important links:
https://drive.google.com/file/d/17WiyfO2svkkJPIx7ZLrGrn_NVbgbJtga/view?usp=sharing
D&D 5e - Player's Handbook.pdf
I’m in your doc
https://drive.google.com/file/d/10WRaZ4cdT4D8lFrIpLqFj-3hpVnu8DLE/view?usp=drivesdk
https://drive.google.com/file/d/10WRaZ4cdT4D8lFrIpLqFj-3hpVnu8DLE/view?usp=sharing
https://www.youtube.com/watch?v=0jVqocsnEBQ lore and stuff
Races
Humans
Elfs
Half orcs
Brutes
Goliths
Half elves
Tieflings
Dragonborn
Dwarf
New rules:.
Beasthood I was thinking will be a "meter" from 0 to 50. As you deal melee damage, you gain half of
that damage in Beasthood. As it increases, it will give a cumulative +1 (per intervals of 10) to melee
damage, at the cost of taking a cumulative +1 when being dealt damage. Each to a +5 max. Once
you reach 50 Beasthood, you must make a Wisdom saving throw to avoid losing yourself
(temporarily) to the beast at the beginning of your next turn, resulting in possibly attacking allies.
Every round you don't deal damage, you lose 5 or 10 points of Beasthood.
My issue is that I'm not sure if this should be an innate trait all the players have or if it should be a
feat of some sort that they can take. Regardless, I'll likely convert the rune "Beast's Embrace" to a
feat of the same name, that increases your beasthood by the total damage dealt instead of half and
giving advantage on the Saving Throw.
As for insight, I'm thinking that it will be a kind of "Ability Score." Essentially, based on boss fights,
random, hidden lore notes, and other mind-shattering events, the players will gain Insight. As it
increases, it will give a cumulative +1 (for every two insight to a max of) to either their Spell Attack
Modifier and Spell Save DC or to spell damage at a cost of -1 to Sanity saving throws. Overall, I
think this handles Insight well enough, but I want more opinions on it.
So long story short,
● Should Beasthood be an innate stat or a Feat?
● Should Beasthood affect more than just damage input/output?
● Overall, does Beasthood seem like a "balanced" mechanic?
● Should Insight affect Spell Attack and DC or straight damage?
● Should Insight affect more than just spells and Sanity?
● Overall, does Insight seem like a "balanced" mechanic?
https://www.mit.edu/~locutus/DnD/rules/Sanity.html
https://www.d20srd.org/srd/variant/campaigns/sanity.htm
New Skills:
name What is does Requirements
Half state Your bloodline has been Get downed by a demon
tainted by your defeat at the
hands of a demon and now
your body will take on
demonic form giving you ac
bst equal to your dex or con
modifier minimum of one,
increasing your movement
speed equal to your dex or
con modifier times 5
minimum of one times 5
New words
Lesser are 1 if you have the word, 2 if not
Greater are 2 and can only be gained if you have the word
Words are 3 and if you get the word after it’s gifts then you regain a gift point back per each gift
new monsters for godbound