Dungeons & Dragons 5E
en
English
The Yindran Academy
I'm looking for players 25+, who can attend the game at 6PM CEST Saturdays weekly, can communicate and are mature enough to play in a darker game.
I shall respond withn 10 days of today (before 23.09)
You have been chosen to attend a prestigious monster hunter academy in the Misty Plains. In this campaign you will battle across different test and tournaments, manage the socio-political environment of the academy, as well as do your best to achieve academic success.
This game will host 3-5 players starting level one. We will be using a lot of homebrew rules as well as DnD 5e 2014 community update called 5.19 edition, which brings a lot of refreshment to normal 5e mechanics, while including a lot of new options.
House Rules:
Setting: A Belle Époque-inspired world recovering from ages of destruction and suffering. Gods have mostly abandoned the world, magic is scarce, and ancient artifacts are highly sought after. The Land of Sain is harsh but hopeful, with people banding together against ancient threats. Expect occasional futuristic or silly elements alongside the darker themes.
Levels & Multiclassing: Characters can freely advance to level 8. Further advancement requires rituals or other means of overcoming their mortal limits. Normal multiclassing is impossible because conflicting energies would drive the character insane. Certain rituals can allow class levels to be exchanged for another class at a cost.
Ability Scores: At character creation, roll 3d6 for each ability until the total is at least 60. ASIs are replaced by feats. Characters can also gain +1 to any ability score when they accomplish notable goals or feats, at the GM's discretion.
Legendary Creatures: Legendary Resistances and Actions are replaced by Legendary Break Points. These regenerate each round and can be spent on defensive abilities, counterspell, dispel magic, removing conditions, legendary actions, or a powerful Break Ability. Legendary creatures use fixed initiative and have two designated windows for legendary abilities, making their threats more predictable.
Spellbook Machinations: Some spells belong to restricted groups and require an appropriate reason for a character to learn them. Certain spells can also corrupt their users, potentially changing alignment or severing divine connections.
Dynamic Attunement: Attunement slots equal your proficiency bonus. Uncommon items use 1 slot, while rare and very rare items use 2, with higher tiers costing more. Items belonging to a set or that specifically choose their wielder do not consume attunement slots.
Death Rules: When reduced to 0 HP, a character chooses one death move:
- Blaze of Glory: Take one final action that automatically critically succeeds (with GM approval), then die.
- Avoid Death: Fall unconscious and survive, but suffer consequences. Afterward, roll a d20; if the result is equal to or below your level, gain a permanent Scar. Six Scars kill you. Resurrection can remove some Scars.
- Risk it All: Roll a d20. 1–10 means death; 11–19 means you remain in combat with HP equal to your level + proficiency bonus; 20 restores half your HP and grants one use of your class's Signature Ability.nscious and survive, but suffer consequences. Afterward, roll a d20; if the result is equal to or below your level, gain a permanent Scar. Six Scars kill you. Resurrection can remove some Scars.