DnD 5e - Beginners' Game

Group One

Angela Elia Gillian

Played by: Landaus Five-One

Race: Human

Class: Ranger (UA), Hunter Conclave

Background: Noble, Baronetess

Trinket: A metal wristband that smells strongly of sugar

The child of Lord and Lady Gillian, barons. She and her sister are baronetesses. She is the betrothed of Caerziros Drajhan, though the two have not technically met yet, and Draj doesn't even know her name. She was, through way more effort than it was likely worth, able to squeeze his name out of her parents' reluctant grasps. She was not so lucky in getting the information on why they hid this betrothal from her in the first place.

Angela's clothes were, as they have always been, chosen for her by her mother.

She earned the nickname "The Partier," likely for obvious reasons. But as a youth, she was the kindhearted bunny. It's probably best if both of these are kept secret from a certain dragonborn...

Also, may or may not own a brothel. And may or may not take advantage of this establishment to deal with certain pleasures that would be frowned upon in human high society.

Caerziros Drajhan (Draj)

Played by: JBRam2002

Race: Dragonborn, Blue

Class: Warlock, Hexblade Patron

Background: Noble, Baron

Trinket: A 1-foot length of silver cord with both ends neatly cut

His parents are Lord Caerziros Rasythas and Lady Caerziros Kelsaadi. Lord Caerziros is more appropriately Count Caerziros, and prior to her marriage, his mother had held the same station as Draj.

Draj is betrothed to a young girl from a neighboring kingdom. He has not met her yet, nor does he have any interest in doing so.

He wears a guard uniform from the castle guards, and his family's insignia on his cape.

Calling him "Sparky" will result in your death, with all likelihood. Please call him "Sparky" at every possible moment.

Evyrless Ravenwinter

Played By: Herself. Err...Ms Ravenwinter.

Race: Wood Elf

Class: Cleric of the Raven Queen, Death Domain

Background: Far Traveler

Trinket: A knife that belonged to a relative

Always in her mother's shadow, Evyrless seeks personal improvement on her journeys. It's hard to fill the role of High Priestess of the Raven Queen - the "death pope," so to speak - if you can't match step-for-step the achievements of the current leader - or take even larger strides!

Her people have a tradition, riptveita, for when one of their fold leaves the community. The departing member leaves behind her clothes, and wears heirloom gifts from friends, family, and others. The longer a piece took to craft, the more that person will miss the departed.

Harriet Brewer

Played by: Big Dread

Race: Human, Variant

Class: Fighter, Gunslinger

Background: Folk Hero

Trinket: A tiny box with a button that makes a faint chiming noise when pressed

Childhood friend of Draj, and the oldest of four child to brewers, Gareth and Katrina, in Tull. The others still run the brewery, even though she's to inherit it (despite not being the "stay in one place" type.

The unusual weapon she carries, a pistol, was a gift from Draj. She uses it in an equally unusual style, likely something someone would remember if they were to see it, so she needs to be more careful if she's going to murder someone and run.

Lorenthar

Played by: The Harbinger of Ferocity

Race: Human (more or less)

Class: Druid, Circle of the Moon

Background: Outlander

Trinket: A rolled-up piece of hardened leather and brass that plays music when it gets warm.

A wanderer by nature, more feline than human, Lorenthar was cast out by his parents for his animal nature, and soon taken in by wild elven rangers. He is most comfortable as a great cat, but that makes sense; who wouldn't be?

Lorenthar has trouble trusting new people. It makes sense, since most new people are a source of danger more than a source of friendship.

All he wears are scraps of found clothing, and a mishmash of leather and hides. While his quarterstaff is unremarkable, the scimitar and dagger he carries upon his hip are fine works of craftsmanship and no small or unimportant symbol of standing among his company.

It is unknown if Lorenthar has sired any children with the many huntresses he has spent time with, even to him. I suppose you'd have to find them all and ask...

Group Two

Arthera the Primal

Played by: The Harbinger of Ferocity

Race: Human, Variant

Class: Wu Jen Mystic

Background: Far Traveler

Trinket: Two small blue disks that stick to your skin and are hard to pull off when they come in contact with you

For years, Arthera was a simple woman who lived a simple life, but one day, she decided she wanted more. Through her own force of will, she awakened her mind to elemental wonders beyond the dreams of most men.

Arthera carries herself with an air of superiority, looking down on others as "mundane folk." She spends her free time meditating and communing with nature, as she is now herself a force of nature.

Ceria Verkorcoran

Played by: Mistiel

Race: Wood Elf

Class: Revised Hunter Ranger

Background: Far Traveler

Trinket: Small stone that sings a lullaby in an unknown tongue when you rub your thumb over it

Carrying her hand-crafted bow, Ceria is a force to be reckoned with, especially if you happen to be a monster, either naturally or socially. Ceria protects those who cannot defend themselves, be they beast or woman.

She has made a meager living by selling monster hides and doing other odd jobs since she left her homeland. A stranger in a strange land, she tends to avoid awkward social situations, and when they are unavoidable, acts rather uncomfortable.

Daisy Blackheart

Played by: *Ermine

Race: Sylvan Tiefling

Class: Pact of the Tome Warlock, Trickster Patron

Background: Entertainer / Noble

Trinket: A charm bracelet that randomly adds new charms (and occasionally silver)

The daughter of an immortal elf, Daisy has left her home to spread her song throughout the land. Her desires are fairly simple: to be able to sing, dance, share stories, and maybe make her daddy proud some day.

Daisy will almost always be found singing about something, probably more than most bards, in fact. Through song and words, she wields her magic, flavoring it with natural and floral elements. One day, the whole world will know her song.

Kradazier

Played by: ClocktowerEchoes

Race: Half-orc

Class: Alchemist Artificer

Background: Folk Hero

Trinket: A lock of hair that whispers constantly.

Need Q&A Responses

Lex Talionis

Played by: TurboWraith

Race: Human

Class: Paladin of Vengeance

Background: Outlander

Trinket: A large flask with an atomizer whose contents turn all dust in the air into rainbow colors

Hailing from the rocky lands of Aenor, Lex joined a group of knights sworn to protect the land. After the death of his mentor, Lex swore to mete vengeance upon wrongdoers and began his travels.

A man of few words and fewer luxuries, Lex prefers simple and functional in all walks of life. He tends to show vengeance in a rather violent manner, and those who enjoy peace may have a tough time dealing with it.

Ulor Travos

Played by: Oraculum

Race: Human

Class: Pact of the Chain Warlock, Great Old One Patron

Background: Far Traveler

Trinket: A box of toothpicks that each have a different and sometimes strange flavor

A mite tetched in the head

Umbara

Played by: Asura

Race: Half-elf

Class: Fighter / Rogue

Background: Criminal

Trinket: A wooden ball that cannot be burned, but freezing it turns it to vapor

Need Q&A Responses

The People

The Anharir

While not elves in of themselves, this tribe of men is perhaps one of the few bold and honored enough to keep company with the Syldran. They not only share totems and practices derived from their elven influences, but are the sole source of Syldran half-bloods who they accept into their clan. Ritualistic and exceptionally savage, even among barbarians, they are a long standing ally to nature's favored children and are often called "The Beasts of Men."

Circle of the Land

There are many druids of this circle, but none are so steadfast in their beliefs as those dwarves, halfling, and humans who believe this to be the one true path to balance, supporting their communities with the boons they are best at providing. That isn't to say there are those who don't use their powers to defile the lands, of course, but these members don't usually have communities of their own for long, or they are used as agents in foreign lands, hiding in plain sight until they are able to blight the lands and command the weather itself.

Circle of the Moon

The very term itself hails from the earliest wood elf druidic sects and has since become more wide spread in language than it has in fact. While some among the druidic path might profess to be counted among their number, there are in fact two separate orders. That of the elves and their chosen company and that of another order that long since split from them in disagreement; the latter which now holds and lays claim to nearly all members. Uniquely, wood elf druids of this sect hold their moots and meetings in their bestial forms exclusively, never revealing their mortal identities except when in private.

The Syldran

"The Warrior Elves of Old" - the syldran are an obviously ancient group, still following the great spirits of nature - the Great Cat, He of the Oak, the Undying Storm, and many others. Every once in a while, they say, a great spirit will join the body of another as a way to show favor, imbuing them with their essence. Understandably, these people are favored among this group, as well.

The World

Avistanuus, the Central Continent

Ainford

A grand, Elven city far to the northeast of the massive continent, on its own very large island. Three rivers pass through the city - Efst'ain above providing warmth and a home for the high elves; Vada'ain cutting the city and nourishing the flora, fauna, and wood elves; and Nidri'ain passing beneath the city in a deep cavern beneath the cliffs to the south providing a home to the drow. Where the three rivers cross, all three types of elves gather for feasts, government, and merry-making. And obviously frolicking.

Sometime in the last two centuries, there was a great slaughter by fearsome, sickly beasts from the Underdark. Many were lost, but the city stood strong and triumphed.

Traebir

The large kingdom where this adventure will start. It will likely act as a home base, at least for a while.

Ulfang, the Southern Continent

Castle Caerziros

The castle itself is home to Draj's family, though he has his own castle within the southern portion of the lands granted to him by his father. It is located on the eastern coast.

Castle Gillian

This castle is home to Angela's family, and to her, either to the north of the Caerziros grasslands, and the south of swampland. The nobility do their best to...not so much integrate with the common folk as to show that they support them. With volunteer work, at least, and not just money in the courthouses!

Tull

A small barley and lumber town northwest of Ulfang's capital, with woodland between the two.

The Races

Dragonborn

Naming

Dragonborn names start with a surname, followed by their birth name.

Dragonborn Culture

Dragonborn follow similar nobility structures to Western Europe, with titles inherited by one's parents' deaths, or lower titles and lands granted by them. To most, it is known that dragonborn nobility are born into their station, descended from the great dragon gods of old.

However, the truth is more complicated. There are rituals to be considered a true member of the nobility. All nobles are warlocks, sworn to a patron deity, and must take part in a ritual to earn their title before they are respected by their superiors.

Some houses worship the Raven Queen or her Hexblade, like the House Caerziros. Others follow the Archfey, like House Kaarvethan. The Fiend asks has its own petitioners, as well, like most of House Mirlandisnecht.

Members of nobility who do not have such a pact with a patron, called Kiinvani (for men) or Kiinverei (for women), are wed to those who are, and are treated as lessers, though they are given much more freedom than those who must abide by their patron's wishes.

Wood Elves

Naming

Names hold tremendous importance to all elves, but wood elves view it in an added light. If something is of importance, it is deserving of a name. Referring to something, most often others by race, is an otherwise acceptable option if the subject has not yet earned respect.

Wood Elf Culture

Traditional wood elves follow a culture of ancient, mystic ritual steeped in nature and predatory hunting that has remained largely unchanged for countless generations, regardless of gender. Never an exceptionally numbered people, they most oft live in secretive pockets of population and are viewed in suspect by outsiders depending on which sect they hail from; after all, there is great reason one does not wander into woods said to belong to elves. Those that live by the old ways are almost universally rangers, with the odd barbarian among their number while the even rarer yet druid arises.

That said, there are many who do not follow traditional beliefs, often living in the same cities as high elves and adopting their cultures.

Wood Elf Patrons

Those wood elves that kept to their peoples' historical ways are not affiliated with the mortal pantheon. Instead, in a practice similar to those of barbarians, they often adhere to totems and consort with powerful world spirits or the essence of nature itself should they be of incredible talent.

The Rules

These are just house rules or things I've said in the thread, neatly organized for your perusal. Plus a couple other things, I guess?

Starting Out

Your character has the standard ability score spread of 15, 14, 13, 12, 10, and 8. This is for simplicity more than anything else. The other options would have been to roll (which could have led to one person having all 18s (that's happened in a game I was in before, and it was documented!) and another having all 3s (that one's just theoretical, but probably something I'll end up doing sooner or later), or to use point buy (which is much more complicated, and just seems too game-y for me).

Your character will begin this game at 3rd level. As of yet, I am undecided about how we will handle experience point gain. The current options remain at I Track It And Tell You When You Level Up and You Track It And You Tell Me When You Level Up.

Your starting hit points will be the default hit points. For example, a ranger starts with 10 + their Constitution modifier at 1st level, and 6 + their Constitution modifier for each level after 1st.

Your character starts with the gear listed in their background and class entries, as well as additional gold from your class, listed in the beginning of the equipment chapter of the book, rolled in whatever method you would like. If you want, you can take the average (if you roll d6s for it, that's 3.5 gold per d6, times the multiplier given. If you end up with a decimal (you shouldn't, because math), the number after the decimal is the amount of silver pieces you have.

I'll roll a trinket for you. It's up to you what significance, if any, this trinket has to your character. You don't even have to tell me (but it's really nice if you do). These trinkets often help build your character even better than the questions I asked (based on just what I've seen so far)!

Since we're starting at 3rd level, your character will have 900 Experience Points (unless I PMed you saying you start with more for being a helpful little peach monkey - this is 10 Experience Points for giving above and beyond even what I asked for, and another 10 Experience Points if you helped other people (and I hear about it)).

Firearms

Yep, there are firearms. I'm not, however, going to quote everything from the Dungeon Master's Guide, as these are actually from the Gunslinger fighter martial archetype by Matthew Mercer, the sexy voice actor who voices my naughty dreams...not that I have those; I'm a good girl, honest!

Firearms are available to everyone, though they are very hard to find, and only classes that explicitly list proficiency in them are proficient. However, firearm proficiency is something you can pick up through training, as normal. The Firearms table lists costs when these extremely rare things can be found.

Reload: This weapon must be reloaded once it has fired the number of shots listed.

Misfire: When you make an attack roll with this weapon, if the die comes up with the listed number or lower, the gun jams. You take the full damage of the weapon (without adding your Dexterity bonus), and must spend an attack or action clearing the gun.

Scatter: The weapon fires in a cone, hitting all creatures in range. These attacks are simultaneous. If an affected creature is adjacent to you, they take double damage on a successful hit. This attack cannot be affected by one of your shot features.

Explosive: Upon a hit, everything within 5 feet of the target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Firearms
Name Cost Damage Weight Range Properties
Pistol 250g 1d10 piercing 3 lbs (100/400) Reload 4, Misfire 1
Musket 500g 1d12 piercing 10 lbs (200/800) Two-Handed, Reload 1, Misfire 2
Pepperbox 450g 1d10 piercing 5 lbs (150/600) Reload 6, Misfire 2
Scattergun 500g 1d8 piercing 10 lbs (15/30) Reload 2, Misfire 3, Scatter
Bad News Crafted 2d12 piercing 25 lbs (300/1200) Two-Handed, Reload 1, Misfire 3
Hand Mortar Crafted 2d8 fire 10 lbs (30/60) Reload 1, Misfire 3, Explosive

Ammunition
Name Cost Weight
Bullet 3g (per 10) 2 lbs
Scatter Shot 5g (per 10) 2 lbs
Mortar Shell Crafted 1 lb
Gunpowder, Powder Horn (25 uses) 35g 2 lbs, 1/2 lb when empty
Gunpowder, Powder Keg (250 uses) 250g 20 lbs, 5 lbs when empty

"How Do You Want to Do This?"

This question will remain unstated, though it's not because it's unimportant. Just say what you want to do in the OOC, I'll tell you what you need to roll (if it's not obvious, or if it's even needed), you tell me what you rolled (if it's needed), and I'll post the results in the OOC or IC (with OOC and IC standing for Out of Combat and In Combat, respectively, by coincidence).

The IC thread, when we are in combat, will pretty much be one post by me, so if we're in combat, keep watch of the IC post for what kind of awesome things everyone's done! If you say what you want to do clearly enough, I will gladly describe it in such a way, if I don't just copy and paste it outright!

Describe what you want. It's more important than the rolls, and some things you describe may actually net you advantage, or even inspiration dice!

Components

Spell components that have a gold cost are a thing. Which sucks. But we can just assume that a portion of your wealth, which is measured in platinum, gold, electrum, silver, and copper, is actually also in material components or crafting supplies!

This means when a spell has material components listing a specific cost (like a diamond worth 100 gold pieces), you simply deduct the cost from your gold. How simple!

With crafting materials, the cost is a bit harder to quantify, especially since some things you may craft don't have costs! We can safely assume that some of your time crafting is time spent harvesting or collecting spare parts, like dumpster diving, only more discrete. It's better than having to pay half the cost of the item, though, isn't it?

Crafting

The default crafting rules kinda suck. But we're using them for the most part. Just tell me what you're crafting (or PM it if you have a special project! I like special projects), and depending what it is, you can do it in an amount of time between your two hours of light activity during a long rest to months of work. See Components, above.

Typically, you may craft 1 gp per day of items. Instead, we will now be able to craft the equivalent of 1 + your proficiency bonus + your Intelligence modifier in gold pieces worth of crafting.

You may also rush crafting. Let's say you need to make a handful of caltrops in a matter of minutes. Well, should be easy, right? Sure! Just tell me you want to do that. I'll let you roll for it if it's something you can do in the amount of time you give me, and if the amount of time you give me would be less time than I would give you normally for the task, I'll let you make an Intelligence check.

But wait, the thing you want to craft isn't in the book? You say you want a bayonet on your gun? Oh? You mean you want the barrel of your gun to actually be a sword?! Well, I guess I can accommodate it easily enough. Just tell me what you want, what you really, really want, and if it's not asking too much, you can probably make it. Assuming, of course, your character knows what they're doing. There may be Intelligence, Wisdom, or even Charisma or Constitution checks!

And yes, casters can craft magic items, assuming they have the proper spells. It's not generally a quick process, though.

Potions are a thing, too! Potions, of course, are not so magical, and will be called elixirs from now on, to distinguish them from the actual magical potion of healing in the book. Elixirs follow normal crafting rules - just tell me what you want it to do. If you want a hormone therapy elixir for a character: Yep. Nerve Calming Elixir? Absolutely. Even an It's Sleepytime Now Tea Elixir is a thing you can do. But that last one's really just tea. And you can totally buy it. One gold piece for a container with enough crushed, dried tea leaves and other herbs for one month of nice tea-sleep.

As always, crafting something super awesome could result in there being a quest! And quests are always fun, right?!

Ability checks for crafting are the ability score (usually Intelligence) modifier + your proficiency bonus (because you are proficient with the tools if you are able to craft something. It's actually a requirement. But I'll allow you to do so without proficiency at disadvantage and without this bonus).

Feat: Gunslinger

You are a master of firearms. You gain the following benefits:

  • You are proficient in firearms, and may craft firearms and ammunition if you are also proficient with Tinker's Tools.
  • You reduce the misfire on this firearm by 1 (to a minimum of 1).
  • Firearms count as melee weapons for the Dual Wielder feat's effects. You still have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated while using a firearm in this manner.

Special Rules

Druid Wild Shaping

Druids can switch between their normal forms and beast forms at will. They need only follow restrictions on hit dice, ability to swim and fly, and the time it takes to switch forms. If they revert because they reach 0 hit points in beast shape, they cannot enter beast shape again until their next short or long rest.

Druids of the Circle of the Moon entering Elemental Wild Shape follow all the rules as listed in the book in terms of duration and how many times they may enter this form between rests. If they may no longer enter their elemental form, they cannot beast shape again until the next short or long rest. Once they reach level 20, this no longer applies (but they have no need to gain Archdruid otherwise).

While in beast or elemental form, druids may communicate in druidic. In beast form, they may also communicate with similar animals. In elemental form, they may communicate with any elemental they can transform into (air, earth, fire, or water) or similar elementals (such as steam, ice, salt, and ooze for water elementals).

Types of Magic

The types of magic are broken down by the source of the powers. This rarely has any bearing, but it's worth noting in case, say, one town bans arcane magic.

  • Arcane Trickster Rogues, Bards, Eldritch Knight Fighters, Sorcerers, and Wizards are arcane spellcasters. This means their magic comes from careful practice and study, instead of being granted by another entity. Warlocks, while they do gain knowledge of spells from their patron, still cast spells using their own power.
  • Clerics and Paladins are divine spellcasters. This means they don't so much cast their spells as ask for them to be cast.
  • Druids, Rangers, and Way of the Four Elements Monks are natural spellcasters. This means their power comes entirely from nature or the elemental planes.

The (Optional) Rules

The rules presented below I will allow you all to vote yay or nay on. This is mainly just for options for you guys, and I have no preference either way.

Special Materials

Not all things are made of iron or oak! Some things are made of rarer things. Of course, like magic items, the economy does not cover the majority of these, and as such, no cost is listed. Usually, you must provide the materials to craft these items, or to have them crafted. This list will probably grow. We may never find any of these, though. These are all questworthy!

Special Materials
Material Cost Replaces Effects
Adamantine (armors) Metal Resistance to bludgeoning, piercing, and slashing damage
Adamantine (weapons) Metal Ignores resistance to bludgeoning, piercing, and slashing damage, except against magic items
Blackleaf Cloth 250% Leather 25% weight
Bone (armors) 25% Metal, Wood 25% weight, armor shatters if hit by a critical attack roll
Bone (weapons) 25% Metal, Wood 25% weight, weapon shatters on an attack roll of 1, non-bludgeoning heavy weapons cannot be made of bone.
Bulette Hide (armors) Hide, Leather Resistance to Bludgeoning damage
Dragonleather (armors) Hide, Leather AC +1
Dragonscale (armors) Metal AC +1, can be worn by proficient druids, resistance to the damage type associated with the dragon's breath weapon
Gold Metal 200% weight
Mithral Metal 50% weight
Wyrwood Metal, Wood 50% weight, can be used by proficient druids

Masterwork Items

Masterwork items are items (surprise!) of really high quality, though there is no mechanical difference. It may be lighter or heavier, but that is more influenced by the materials used. That's not to say there won't be any difference in weight, of course. Some things just have that much more material in them, be it decorative iron spikes or extra padding.

The costs for masterwork items may vary; such items could cost more or less, depending on the economy in a location, and on the individual crafter's reputation (or pride!). On average, however, these items cost 50% more than usual. This cost applies after other modifiers, such as a silvered weapon.

If you are crafting an item, you craft a masterwork item on a natural 20. Even if a roll isn't needed, you may choose to make a crafting check when the DM tells you that you have finished your crafting of the item. Alternatively, you can gain advantage on this roll if you double your crafting time, or automatically succeed if you triple it.

On rare occasions, there may be bonuses or advantage on some skill checks if a masterwork item is used prominently in that situation; it's a lot easier to convince someone you're nobility if you have a masterwork, silvered greatsword bearing your family crest!

Feat: Master Craftsman

An expert in many fields, you gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in two crafting tools of your choice.