Introduction
History
Nearly 500 years ago, a disastrous calamity rocked the very foundations of our
world. In the year of our lord 1076, merely a decade after the Norman conquest of
Britain, a terrifying power was unleashed onto the world. The multiverse writ large
contains multiple planets, and peoples, each vibrating at various frequencies,
usually very little interaction, if any happens between the two, besides an unlucky
soul here or there falling through the cracks. However, in a world known to its
inhabitants as Kalidan, an evil necromancer, Nagash the Whispered One, unleashes a
terrible plague onto the multiverse. Within Kalidan, many wars had been fought
against its divine beings, gods of various domains and immense power vying for
domination or salvation. Nagash, one of the more wicked gods, broke a taboo that
the devil himself would not dare consider. Tharizdun, the Chained Oblivion, a
roiling maelstrom of evil, who had once been imprisoned by all the gods united to
save the material world, had its chains rendered asunder. In exchange, Nagash would
receive the ultimate power of domination, one that would finally allow him the
ability to destroy his other gods. However, such a plane shaking event, titled the
scales of Kalidan’s planes, changing its oscillation ever so slightly but enough to
send the plane crashing into that of our own. It took the assembled might of the
greatest heroes from the old world and the new to drive Nagash back across the void
into his dreaded domain.
For five hundred years the residents from either world have dealt with a plague of
winter, corruption and undeath. Though Nagash is no longer a worry, his dark
sorcery and wickedness have been taken up by various of his followers, none the
less, Ordrym Bonetide, a foul mortal necromancer who sided with the forces of
corruption against his own home. The darkest of times have created the need for
the brightest of heroes. This is where you all come in. Having been born to this
world, or found it your new home, you have arisen to the occasion of meeting the
darkness. Warriors, known as Lords of Iron, who rule warlord kingdoms have gathered
under the banner of Rurik the IV. Now not scattered hosts, but a united beacon
against the night, you have more than any have given much to keeping the dark at
bay. The Soulforge, where the burned remains of the holy living are incinerated to
keep the unholy dark at bay continues to burn into the night. Whispers grow
however, of a terrifying power growing, the worse is yet to come. Not all mortals
fight for the light, and many have joined the dark. Cultists within the City of
Lighthaven. Will your characters rise to bring the dawn of a new day, and hope to
the mortal races, or fall the corruption of this slowly dying world?
What I need from you
It’s collaborative storytelling, it says it on the tin. I need you to create an
Iron Lord, once a warlord who has proven themselves in the battle against the
night, and most likely fulfils a specific niche within Lighthaven, the last city of
mortals. This character can be either from our world, or from Kaladin, and should
be simple enough for you to play right off the jump. I ideally would want a faction
they are a part off, perhaps inchargeof the cities magical research, trading
guilds, or army, you are level 14, you are very important to Lighthaven. If there
is any other worldbuilding ideas you would like to incorporate with me please let
me know so I can add them, I would love to ~~steal~~ use all your ideas.
Map
Dont mind my map, I don’t have cool inkarnate like Zack.
Character Creation
You can play any of the following races//ancestries. This is just a preference
thing for me and the type of fantasy I like. If there’s one on this list that you
really want to play, you can still ask me and we can have a discussion.
* Dragonborn, Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human, Tiefling,
Aasimar, Firbolg, Genasi, Goliath, Kenku, Tabax (+ Leonin)i, Tortle, Bugbear,
Centaur, Goblin, Hobgoblin, Lizardfolk, Kobold, Minotaur, Vedalken, Orc, Warforged,
or Shifter.
I’m not super fussy about backgrounds, for ease of the headache, don’t use any
background that grants you a feat, which are some of the 2014 or any of the 2024
ones. You can also just create a combination of some mundane equipment, two skill
proficiencies, and a mix of two languages or tool skills.
You will be creating a level 14 character using the 2014 and 2024 rules of D&D 5e.
I would like to add that any homebrew you want to use should be run past me. I do a
few things a little differently to Zack as well, so if you have any questions,
please ask me!
For character creation we will be doing our classic 75 + Ancestry point buy.
Instead of classic point buy which has arbitrary values for different ability
scores, this method uses a solid 1:1. I know some of my players in the past have
put 10’s in all ability scores for a total of 60, then spent the remainder of their
15 points. The lowest you can have in an ability score is 4, and the highest you
can have is 30 (nothing can make it go over 30). This will be including your
Ancestral ability score increases (such as +2 Constitution for Dwarves), as well as
any ASI’s or bonuses from feat’s you’ve got in your 14 levels. No feats from
backgrounds. However, I will allow you all to take +1 feat at first level, and
another extra feat because I like build crafting, and so want to see what you guys
can come up with.
In addition, you will be able to take 3 common, 2 uncommon, 2 rare, and 1 very rare
magic item. Please think about what your character would have (optimise).
Additionally, if you don’t like your options you can talk to me about perhaps
trading some in for upgrades, like all your common, uncommon and rare for another
very rare, or about designing your own of the same power level.
Cam’s Extra Stuff!
Soulfire and Doom
The Flame of hope is a fragile thing, protect it with your lives
Your characters harness the power of Soulfire, an energy source that lets you draw
on the strength of your allies, it reflects your unwillingness to flinch in the
face of seemingly insurmountable odds, pulling on strands entwined with your own to
help you succeed. Your party has an amount of Soulfire equal to the number of it’s
members.
It is a rare resource so use it well. Soulfire can be used for the following
effects.
* Achieve Maximum Success: You may spend 1 soulfire to critically succeed on an
attack, ability check, or saving throw
* Regain Resources: Any one use of a resource
* Cheat Death: As an action on your turn you can choose 1 member of the party who
is rolling death saves, including yourself and spend one Soulfire, recovering half
of your total hitpoint maximum. That person keeps any savingthrow success or
failures for the next time they go down.
Doom on the other hand is my special resources. The people of the world have
suffered long years of torment at the forces of Nagash, and such pain is not easily
forgotten. Doubt, selfishness, and fear are what once led the realms to the brink
of destruction, ushering in an Age of Domination. This encroaching dread is
represented by Doom. The level of Doom ranges from 1-10, as there will always be
the forces of darkness present and grows based on various events listed below. As
Doom grows, so too does darkness in the hearts of mortals, and the forces of the
night too grow in strength.
* If a member of the party goes down, Doom increases by 1.
* If a member of the party uses Soulfire without the party’s consent, Doom
increases by 1.
* If the party fails a skill challenge, Doom increases by 1.
* If fear escalates into threat, and the hearts of the good are corrupted, Doom
increases by 1.
* Whenever someone with soulfire gives into the temptation of the dark, such as by
casting a Necromancy Spell, Doom increases by 1.
* There are other cases where I may say Doom does or does not decrease.
The amount of Doom in the world will also change the rate and nature of the
environment. The ever-persistent winter grows colder and harsher, as undead attacks
increase, and nights grow longer as Doom increases in the world. Should Doom get
too high, it may be difficult to exist even in Lighthaven.
At the start of this adventure, Doom is at a 3.
Cam Rules Changes
Below you will find a mix of personal and homebrew rules that I do implement when I
DM. These are a preference thing and I will try explain my reasoning for them.
If you have any questions, suggestions, or criticisms, please let me know so we can
work something out. I will reiterate this is meant to be fun, and if you don’t find
my rules are facilitating that let me know.
* Skill Proficiency Stacking. If you get proficiency in something multiple times,
say intimidation from being a half-orc and a soldier, you can either swap one of
those proficiencies to something else, or stack them to give yourself expertise in
that skill. A Half-Orc soldier would be more intimidating, hence my reasoning.
* Better Ability Score Magic Items. I should note here that I change item’s that
improve ability scores like the Amulet of Health or the Belt of Giant Strength,
that it adds to your ability score equal to the mod it would have otherwise granted
you. As an example, the Amulet of Health usually makes your Constitution 19, which
grants a +4 Mod. This means that for my games, the Amulet of Health adds +4 to your
Constitution score. This is to avoid two things. 1) That you dump the fuck out of
your strength, then take a belt of fire giant strength so your other stats are
really good, and 2) Mathematically, it doesn’t make sense to give a 22 Strength
Barbarian, Gauntlets of Ogre power, as it’s actually worse. Even if it were better
like a belt of fire giant strength, this would only be a +3 to score normally.
Whereas a wizard with 4 strength would get a +21 to score effectively. This
punishes characters for investing in ability scores, when really Barbarians and
Fighters should be getting the strength magic items.
* More Attunement Slots. You can have attunement in a number of items up to your
proficiency bonus.
* Better Potions. Potions are a bonus action to use, and an action to give to
someone else. Healing potions always give the maximum amount.
* Hit them in the Flank! Flanking provides a +2 to hit rather than advantage on
attack rolls.
* Action Trading. Like from 4e my beloved edition, you can trade actions down.
Effectively, you can give up your movement, or action, for another bonus action.
* Feat Changes. I have a lot of feat changes, and I know I will have to implement
more with the 2024 ruleset. So far the big ones are that instead of -5 +10 for
damage on things like sharpshooter or great weapon master I do -PB, +2xPB. However
this doesn’t matter for this two shot, as your PB = 5 at level 14.
* Black Flash. Inspired by JJK and Ciara’s impressive record of 7 crits from 10
attacks, When you score a critical hit you can roll 1d100, if you get a 90 or
higher, you “Black Flash”, dealing max damage for the critical hit. You’re next
attack has the crit threshold reduced by 1 and the Black Flash threshold reduced by
5. This resets should you fail to crit.
* Purge the Unholy. I love the idea of older editions and other games where healing
positive energy harmed undead. As such I want to implement something like that into
this game. As such any effect of healing when cast on an undead will trigger a
Constitution saving throw, or a spell attack, or they take the healing as radiant
damage. For example, Cure Wounds would be 2d8 + Mod radiant damage to the target
with a spell attack. Other sources of healing like a Paladin’s lay on hands would
work similarly. Should be fun, we’ll balance as needed.
* Inspiration. For my games inspiration will be 1d6. These stack and carry over
between sessions. Whenever you make any roll, you can add a number of your
inspiration 1d6s to the roll up to your proficiency bonus. I will also be willing
to hear out sacrifices of Inspiration for what you think is worth it.
* Excess Damage. If you deal enough damage with a weapon or spell attack, and there
is another enemy within the path of the attack that the initial attack roll would
have it (tbd based on enemies etc), you can deal the remaining damage to them.
* No Silvery Barbs, just an awfully designed spell. Means NPC’s won’t be using it
either
* Information is Free. Once on your turn you can make a free skill check with the
intention of trying to ascertain information, this could be an enemies AC, whether
or not theyre bloodied, or any other information you could think of.
* Weapon Changes. I don’t like a lot of weapons in 5e, so I’ve made some changes.
Are they balanced? Who knows. Are they fun? I hope so. Additionally, if you double
up on proficiency in a particular weapon, you gain a bonus +1 to attack and damage
rolls with that weapon. For example, if you are playing a Dwarf Fighter, you would
get proficiency in Warhammers from Dwarf, and then again from Fighter.
* Class changes. Rather than list them all here, give me an idea of what you’re
intending to play and I can let you know what changes I usually make to the various
classes. If you need help with a build or anything else let me know that too!
* Condition Changes. Don’t like em. See Below my Changes
________________
Weapon Changes
I am not too fond of the weapons in D&D 5e, there is such a lack of variety in
them, especially when compared to previous editions which makes me sad. As such I
will be changing weapons accordingly.
Simple Melee Weapons
Name
Damage
Critical
Range
Type
Special
Mastery
Club
1d4 B
x 2
5ft
Mace
Light
Slow
Dagger
1d4 P
19-20 x2
5ft
Light Blade
Light, Thrown (20ft/60ft)
Nick
Greatclub
1d10 B
x 2
10ft
Mace
Two-Handed
Push
Handaxe
1d6 S
x 3
5ft
Axe
Light, Thrown (20ft/60ft)
Vex
Javelin
1d6 P
x 2
5ft
Spear
Thrown (30ft/120ft)
Slow
Light Hammer
1d4 P
x 2
5ft
Hammer
Light, Thrown (20ft/60ft)
Nick
Mace
1d6 B
x 2
5ft
Mace
---
Sap
Quarterstaff
1d6 B
x 2
10ft
Staff
Versatile (1d8)
Topple
Sickle
1d4 S
x 2
5ft
Lightblade
Light
Nick
Spear
1d6 P
x 3
5ft
Spear
Versatile (1d8), Thrown (20ft/60ft)
Sap
Simple Ranged Weapons
Name
Damage
Critical
Range
Type
Special
Mastery
Dart
1d4 P
x 2
20/60ft
Sling
Finesse, Thrown
Vex
Light Crossbow
1d8P
19-20 x 2
80/320ft
Crossbow
Two-Handed, Loading
Slow
Shortbow
1d6 P
x 3
80/320ft
Bow
Two-Handed
Vex
Sling
1d4 B
x 2
30/120ft
Sling
Bullet
Slow
Martial Melee Weapons
Name
Damage
Critical
Range
Type
Special
Mastery
Battleaxe
1d8 S
x 3
5ft
Axe
Versatile (1d10)
Topple
Flail
1d10 B
19-20 x 2
5ft
Flail
Versatile (1d12)
Sap
Glaive
1d10 S
x 3
10ft
Heavy blade, Polearm
Heavy, Reach, Two-Handed
Graze
Greataxe
1d12 S
x 3
5ft
Axe
Heavy, Two-Handed
Cleave
Greatsword
2d6 S
19-20 x 2
5ft
Heavy Blade
Heavy, Two-Handed
Graze
Halberd
1d10 S
x 3
10ft
Axe, Polearm
Heavy, Reach, Two-Handed
Cleave
Lance
1d12 S
x 3
10ft
Spear
Heavy, Reach, Two-Handed (Unless mounted)
Topple
Longsword
1d8 S
19-20 x 2
5ft
Heavy Blade
Versatile (1d10)
Sap
Maul
2d6 B
x 3
5ft
Hammer
Heavy, Two-Handed
Topple
Morningstar
1d8 P
x 2
5ft
Mace
Sap
Pike
1d10 P
x 3
10ft
Polearm, Spear
Heavy, Reach, Two-Handed
Push
Rapier
1d6 P
18-20 x 2
5f5
Light Blade
Finesse
Vex
Scimitar
1d6 S
18-20 x 2
5ft
Heavy Blade
Finesse, Light
Nick
Shortsword
1d6 P
19-20 x 2
5ft
Light Blade
Finesse, Light
Vex
Trident
1d8 P
x 2
10ft
Spear
Thrown 20ft/60ft, Heavy, Reach Two-Handed
Topple
Warhammer
1d8 B
x 3
5ft
Hammer
Versatile (1d10)
Push
War Pick
1d8 P
x 4
5ft
Pick
Versatile (1d10)
Sap
Whip
1d4 S
x 2
10ft
Flail
Finesse, Reach
Slow
Martial Ranged Weapons
Name
Damage
Critical
Range
Type
Special
Mastery
Blowgun
1d2 P
x 2
25/100ft
Blowgun
Ammunition, Loading
Vex
Hand Crossbow
1d6 P
19-20 x 2
30/120ft
Crossbow
Ammunition, Light, Loading
Vex
Heavy Crossbow
1d10 P
19-20 x 2
100/400ft
Crossbow
Ammunition, Heavy, Loading, Two-Handed
Push
Longbow
1d8 P
x 3
150/600ft
Bow
Ammunition, Heavy, Two-Handed
Slow
Superior Weapons
Superior Weapons are weapons that require a feat to wield. They are sick as fuck.
None of them are ranged weapons, as ranged weapons already have a strong advantage
from being dex based and not needing to be up front.
Name
Damage
Critical
Range
Type
Special
Mastery
Bastard Sword
1d10 S
19-20 x 2
5ft
Heavy Blade
Versatile (1d12)
Sap
Death Pick
1d8 P
x 5
5ft
Pick
High Crit
Sap
Execution Axe
1d12 S
x 4
5ft
Axe
Brutal 1, High Crit
Cleave
Falchion
2d4 S
18-20 x 2
5ft
Heavy Blade
High Crit
Graze
Fullblade
1d12 S
19-20 x 3
10ft
Heavy Blade
High Crit
Cleave
Greatspear
1d10 P/S
x 3
10ft
Polearm, Spear
Reach
Push
Gouge
2d6 S
17-20 x 2
5ft
Axe, Spear
Brutal 2
Slow
Khopesh
1d8 S/B
17-20 x 2
5ft
Axe, Heavy Blade
Brutal 1, Versatile 1d10
Vex
Kukri
1d6 P
18-20 x2
5ft
Light Blade
Light, High Crit, Brutal 1
Nick
Mordenkrad
2d8 B
x 3
5ft
Hammer
Brutal 2
Topple
Scythe
2d6 P/S
x 4
10ft
Polearm, Scythe
Reach, Brutal 1
Graze
Triple-Headed Flail
1d10 B/P
x 2
5ft
Flail, Hammer
Versatile (1d12), Brutal 3
Sap
* High Crit, if you land a critical hit with this item, you add the maximum
value of one of it’s weapon dice roll’s to the damage.
* Brutal adds that much extra damage to all weapon damage rolls.
New Conditions // Changes
Bleeding
* You lose a number of HP equal to your level of this condition
* You have disadvantage on ability checks, this is treated as a condition of
Exhaustion for immunities and condition ending effects.
* This condition ends if you use a bonus action to make a DC 10 + level of
condition medicine check or if you receive any healing.
Blinded
* You automatically fail any ability checks that rely on sight
* Attack Rolls against you have advantage, your attack rolls have disadvantage.
Charmed
* You can’t target the charmer with harmful effects
* The charmer has advantage on ability checks to socially interact with you
Confused
* Attack rolls against you have advantage
* You can’t hold your action, if you were holding an action you instantly release
it.
* You can’t take reactions
Deafened
* You automatically fail ability checks that rely on hearing
* Whenever you cast a spell with Verbal components, you must roll 1d20, on a 9 or
lower, your spell fails to be cast.
* You cannot communicate verbally with other players at the table
Frightened
* You have disadvantage on ability checks and attack rolls whilst the source of
your fear is within line of sight
* You cannot willingly move closer to the source of your fear.
Grappled
* Your speed becomes 0, and cannot benefit from any speedThe effect ends if a
grappler is moved away from the target, willingly or otherwise.
* If you attempt to cast a spell with somatic components whilst grappled you must
roll 1d20, on a 9 or lower, your spell fails to be cast.
* Attack rolls against both you and your grappler have advantage.
* Your attacks against anyone other than your grappler have disadvantage.
* You have disadvantage on Dexterity saving throws
* Parity with Restrained, this condition counts as restrained for spell immunities
and effects.
Helpless
* Attack rolls against you have advantage.
Incapacitated
* Your Speed becomes 0
* You cannot take any actions, bonus actions, or reactions.
Invisible
* Attack rolls against the creature have disadvantage and the creatures’ attacks
have advantage.
Paralyzed
* Your movement speed becomes 0.
* You can take only an action or bonus action on your turn. Regardless of the
creature’s abilities or magic items, it can’t make more than one melee or ranged
attack during its turn.
* Attacks against you have advantage. You have disadvantage on attack rolls.
* You automatically fail Strength and Dexterity Saving Throws.
* Any melee attack that hits the creature that is a critical hit.
Petrified
* Attack rolls against the creature have advantage
* You automatically fail all Strength and Dexterity saving throws
* You have resistance to all damage
* You are immune to poison and disease, although an active poison or disease is
suspended, not neutralized.
* You become incapacitated.
Poisoned
* You have disadvantage on ability checks
* You have disadvantage on Strength and Constitution saves and checks.
* Take 1d6 poison damage at the start of your turns (save ends)
Prone
* Your only movement option is to crawl,
* You have disadvantage on attack rolls
* Melee attack rolls against you have advantage
* Ranged attack rolls against you have disadvantage
* Standing up from prone (without the athlete feat) causes an AoO. Other effects
that prevent AoO still apply, except mobile.
* You must spend ½ your movement speed (most of the time) to stand up, ending the
condition
Stunned
* Your movement speed is halved.
* Regardless of the creature’s abilities or magic items, it can’t make more than
one melee or ranged attack during its turn.
* You have disadvantage on maintaining concentration.
* You have disadvantage on ability checks and attack rolls.
* You can’t take reactions.
Unconscious
* You cannot take any actions, bonus actions, or reactions.
* You fall Prone and Incapacitated.
* You automatically fail Strength and Dexterity Saving Throws.
* Melee Attack rolls against you have advantage.
* If any melee attack hits the creature, it count’s as a critical hit.
Vulnerable
* Attacks against you have their crit range increased by 1
Weakened
* Any damage you deal is halved.
Bonus Feats
* Axe Expertise. Once per turn yoou reroll damage dice that comes up with 1.
Additionally you if you reduce a creature to 0 hitpoints, you may make another
attack as part of the same action.
* Bow and Sling Expertise. You do not have disadvantage on attack rolls against
prone enemies. In addition, when an enemy has no allies or enemies adjacent to it,
you add half your PB in extra damage on attack rolls against them.
* Crossbow Expertise. When an enemy misses you with an attack, you can use your
reaction to fire an attack against them. In addition if you have advantage on a
roll you can negate that advantage to lower your critical range by 1 on the next
weapon attack roll you make.
* Flail Expertise. Whenever you hit an enemy with an attack roll, you can slide
them 5ft once per turn. This movement does not provoke attacks of opportunity. In
addition you have +2 to hit against enemies using a shield.
* Hammer Expertise.
* Heavy Blade Expertise. You have advantage on all attacks of opportunity. In
addition you gain a +2 AC against attacks of Opportunity.
* Light Blade Expertise. If you have advantage on an attack roll you can add your
PB to the damage of the roll. You may use your reaction to make a single attack
against a creature that has missed you with a melee attack, provided you can see
it.
* Hammer Expertise. You can reroll 1’s and 2’s once per turn for dice rolls.
Additionally, Hammers you wield deal double damage to objects and structures. If
you miss with a hammer attack, you can use a bonus action to make a shove attempt
against the same target.
* Mace Expertise. On a hit, you can spend your bonus action to daze the target
(CON save DC 8 + proficiency + STR). On a fail, their speed is reduced by 10 ft.
and they can’t take reactions until your next turn. Ignore resistance to
bludgeoning damage when attacking with a mace. When you reduce a creature to 0 HP
with a mace, gain temporary HP equal to your proficiency bonus.
* Pick Expertise. Picks ignore resistance to piercing damage. When attacking a
creature wearing armor or with natural armor, you deal extra damage equal to half
your proficiency bonus (rounded up). You have advantage on attack rolls against
creatures that are grappled, restrained, or wearing heavy armor.
* Polearm Expertise. Movement within your reach count’s as difficult terrain for
your enemies.
* Sling Expertise. Your sling attacks have a range of 60/120 ft. and can ricochet.
Once per Turn when you miss with a sling attack, you can redirect the projectile to
another target within 10 feet of the original, making a new attack roll.
* Spear Expertise. You gain +1 to attack rolls and +2 to damage rolls with all
spears. As a bonus action on your turn, you can increase your reach with a spear by
5 feet for the rest of your turn.
* Staff Expertise. When you cast a spell, you can make a melee staff attack as part
of the same action.
Further Thoughts
You’ll probably fight a lot of Fiend’s, Aberrations and Undead in this two-shot. I
will let you know now that most Aberrations do possess a vulnerability to Thunder
Damage, and most Fiends and Undead possess a vulnerability to Radiant damage. This
may incentivise you to play characters that can dish out those damage types, and
that makes sense honestly. Your characters are beacons of Soulfire, you are the
light in the dark that is guiding other mortals into a hope for a future. You’re
probably going to be at least competent against the enemies. Rangers, Paladins,
Bloodhunters and Clerics will do especially well in this game. Though that does not
mean you need to play these classes. In fact, your ability to be a hero of the day
in spite of these classes is all the more testament to your characters skill.