Homebrew Players Handbook

and

Campagin Overview

Additions, Expectations, Rules, and Lore

Campaign Overview and Lore Dump

The World at Large

The Many and the myriad peoples of this world call at least one of four locales home: The Verdant Plains of Katagogí to the East, The Savage Lands of Érimos to the West, The Tropical Paradises of The Māhina Archipelago, and the Perilous Crags of the once prison colony now rebel nation Város based in The Stoicheion Mountains. The one thing they all agree on though is the existence of the Greek Pantheon of Gods, to which each of them is differently loyal to depending on many different factors.

The Savage Lands of Erimos

The lonely mountain sits off-center, looming over the mixed terrain that it overlooks. It's snow-capped peak the only visible respite from the blistering heat of the nation. Three distinct regions form a bulls-eye pattern: The Dunes and Deserts of the Outer Ring, the sparse Savannah of the Middle Ring, and the lush tropical rainforests of the inner ring with the Mountain in its center. The desert and the Savannah are by far the most well-traveled landscapes due to the difficulty in traveling the Rainforest.

Home primarially to the Hardier races and those that are more able to adapt. Examples being Humans, Dwarves, Tabaxi, Orcs, and any other that can tolerate a harder life. Time away from the rest of the world has caused pretty drastic changes in some of these races and as such there are fourish new subraces available for this area. These will be detailed in the changes section.

The Tropical Paradises of The Māhina Archipelago

Idyllic Blue-Green water laps against the numerous white sand beaches of the Māhina Archipelago. Each island within the archipelago is home to its own stories, peoples, and dangers. Crystal Clear waters belie the myriad of dangerous creatures and hazards that hunt those waters and provide indirect aid to the natives and those who grow to call the islands home. Skilled navigators from the islands are often hired onto vessels that sail far and wide for no reason other than to safely guide the ships through the shifting maze of coral that often proves fatal to those who don't know how to traverse it. Even the most experienced sailors refuse to attempt it without a halfway decent Archipeligan Navigator to see them safely through.

The islands of the Archipelago are accessible to people of all races, but if you encounter any aquatic races they are almost universally hailing from this area.

The Stoicheion Mountains: Város

A huge mountain range, visible the world round under the right conditions, jutting into the sky as though it were the jaw of some great beast that had dared to threaten the gods themselves. Referred to as the Maw, there are 4 "teeth" that sit at the cardinal corners: Thermótita- The Dread Volcano; Diatrypó- The Flooded Crag, Elegeío- The Mournful Mountain, and Afthonía- The Blessed Mountain of Plenty.

In the center of the ring of mountains rests, depending on whom you ask, either a small country that is home to any who seek it out, or a terrorist organization of criminals and insurgents that threaten the stability of the realm. Originally a mining colony turned prison continent, the fledgling nation of Város quickly realized that they weren't able to meet either the demand from other nations nor the supply the land was able to offer. They were, for all intents, expendable slave labor. "Nobody leaves the Valley" they claimed. And, now, Nobody has. Nobody, also called The Tarnished Knight, is cutting through the archipelago to strike at the heart of the eastern Oligarchy, swaying those she can and slaying those she can not.

The Verdant Plains of Katagogí

A land of variety and plenty, the plains of Katagogí break only for the scattered forests, towns, and cities that speckle the great green ocean. Many humans claim the plains as an ancestral home, and see their precieved blessed territories as a sign that they are uniquely favored by the gods. The gods' favor is a common attribution to the plains, specifically the central city of the island known as Bastion. The great spire of Bastion is said to represent an earthly parallel to the mount upon which the gods themselves dwell, and the leaders of Katagogí do nothing to dissuade these parallels from falling to them as well. The eastern side of the continent is home to a spwarling expanse of forest, said to be one of the earthly domains of Pan, with claims by many to be full of hidden veils that allow access to the Faewild.

If there is a race alive that has never called Katagogí home, I've yet to hear of it. Common, uncommon, or downright rare, none are unheard of here.

Beyond the 4th wall

This section of the document is intended to serve as a quick introduction to the world I have developed. This is, of course, not all the information on these places, but is just enough that I felt it served as a decent introduction without presenting you an insurmountable wall of text. If you have any questions please reach out, I either have answers, or would be happy to come up with one because I probably shoud have had one ready in the first place.

What's Going on in the World

Nobody and an Independent Város

The people of the mining colony turned prison labor camp of The Stoicheion Mountains are currently rebelling, led by a female Tabaxi who goes by either Nobody or The Tarnished Knight. Nobody's goal is to mount an assault on the Eastern capitol of Bastion and bring an end to the ruling Oligarchy. The islands of the Archipelago that are Alllied with Katagogí are doing their level best to slow her but the military campaign has been swift and efficient thus far, due largely to the use of new metals that more than compensate for the difference in skill level and the Tarnished Knight herself who many commanders claim is impervious to any and all magic.

Unrest in the East

The mages and the wealthy of the Katagogían Oligarchy are uneasy. The revolution in Város has led to a critical shortage of the gems required for a lot of complicated and difficult magics, as well as a cut to the flow of many other valuable imports. Attempts are being made to find alternative sources, leading to overfarming and overmining of the resources that they are able to find nationally, as well as rumours of attempts to mine other planes of existance. Drastic offers are being made to the stronger islands of the Archipelago in an attempt to forge stronger alliances, and many powerful mages are finding themselves at the frontlines or in command of armies on entirely foregin soil.

A Surprisingly Unchanged Way of Life

When the Archipelago saw ships on the horizon, many of the border islands panicked and readied troops and militia. They stood strong against the invaders, but were sorely outmatched and fell at a speed many of the proud warriors would have considered embarassing. On surrender, the islanders didn't know what to expect, but were surprised by the establishment of a platoon of soliders left to act as "Babysitters" to maintain control, reinstitution of shipments of food from the South, the execution of all Eastern Commanders and mages, and a personal apology from the Tarnished Knight for bringing war to their door. Each Island that fell told a similar story, and after a short while it wasn't uncommon for some of the more independent islands to fly the white flag and extend an invitation to the invading forces. Native losses are kept to a minimum, but so far only a single Eastern commander has survived her northern expansion.

Colonization of the Savage Lands

Until now The Lands Under Mt. Érimos have been left primarially to the inhabitants. Trade is good with the few cities that have managed to survive establishment, and the Eastern Oligarchy never saw much point in more than token efforts at colonization when they had everything they could ever want at their fingertips in The Stoicheion Mountains. Now that that resource is gone, there is a mad scramble to hire parties to scout and either establish forward bases in theoretically inhabitable sections of the continent or to look for potential valuable resources that can start to be exploited to replenish their dwindling stocks.

Where You Come In

I currently have your first mission taking place in the largest city on the western coast of Katagogí, Orthnic. Each of you, for your own reasons, has accepted a job from the Bard's College to investigate a Disturbance that is interrupting the flow of gemstones from a mine to the north east.

This is up for discussion during Session 0 if the party would rather start somewhere or doing something else.

We will be starting at either level 1 or level 3, depending on the skill level of the players and a vote at the start of session 0.

House Rules

Adherance to Rules and the Rule of Cool

I, personally, play games to have fun. I, also, don't think that completely ignoring logic makes for a world that most people can have fun in. With the exception of a few house rules that I feel add to the game or fix what I feel to be problems we will be sticking pretty closely to the rules of the game. That isn't to say I'm a rules lawyer. If we don't know a ruling, I reserve the right to make a unilateral decision to keep things moving. I promise to you, as DM, I will do my best to make sure everything is fair and fun. Nothing is sacred, everything can be reworked or reimagined if we as a group feel the need to. I am always more likely to buff than nerf, unless I made it far too broken in the first place.

Standard Homebrew Rules

1.) Natural 20s always succeed and Natural 1s always fail. Why bother rolling if isnt a chance to fail or succeed. This does mean that if something is completely impossible to do, you will not be allowed to roll. You cant move a mountain, and the king won't give you his crown but the rogue might have read a book to pull off a grift and the wizard might have the high ground.

2.) Sometimes skills don't cover everything. A wise and knowledgeable druid shouldn't eat poisonous berries because he didn't pass the third grade and a Cleric shouldn't need a graduate degree to preach the good word of Pan. I retain the right to reattribute skills on the fly if I believe it better fits a character or a sitiation. Like asking around a crowd being Investigation (Charisma) or coaching someone through an exercise or stunt being Athletics (int) or Acrobatics (wisdom).

3.) Backgrounds are more than a proficency,a language,and a gaming set. If you want to be a journalist, we will work to make that cool. If you were an excellent hunter then you're gonna be good at hunting. We can work to make you whatever you want to be.

4.) Things change and things happen. The most important thing is accepting the unexpected and embracing changes. I promise, my biggest goal as DM is to make sure that everyone is having fun

Stealing, for good and for bad

Every Dm Takes Stuff. It's as much a fact as anything can be. Inspiration runs amok in the world around us, and while I plan to take certain things from popular culture and history, I promise it will either be done tastefully and in a fun way, or extremely over the top and referential depending on the mood of the event. For example you aren't going to meet Harry Potter, but there is a potion that affects luck. Or how I am aware a former prison nation sounds an awful lot like Australia but but you won't be encountering Didgereedoo playing Kangaroos unless someone multiclasses Bard Druid. Trust me, and if you recognize a reference don't worry about it.

Inspiration, Fate, and Changing the Situation

Inspiration is one of my favorite mechanics added in 5e. I, however, feel that it should be able to do more. Before every session I like to have a quick contest with all my players that I call "The Party Roll" in reference to the podcast that sparked my interest in the hobby. I roll a d20, you roll a d20, if you beat me you get an inspiration and if nobody does I do instead. I also reserve the right to award Inspiration for good role-playing, doing awesome things, or making me laugh or groan hard enough to hurt. Players can also nominate other players for inspiration if they think I missed something awesome.

Inspiration can, at any point, be used to reroll a d20 roll. 1 inspiration per roll, the reroll must be used. If another player is willing it may be used to reroll their roll.

I also want to try out a secondary use for Inspiration similar to an aspect of the FATE system. I want to allow players to expend an Inspiration point and introduce a small change to the situation. For example, if you're fighting in a forest maybe you could expend a point of Inspiration to notice a dead tree that might be able to be knocked over onto an enemy or used to block a route of escape. Collaborative story telling is always going to produce a better story than one person dictating the whole thing.

Theme Songs and a Playlist for Kicking Ass

I love music. I feel that music enhances any and all situations. Likewise, I like to imagine songs that embody aspects of characters or that fit their aesthetic. In our group we will have a playlist of music to play when we are involved in combat. In this playlist, each player will be permitted to add any number of lyricless songs that they feel add something to the playlist. Each player will also be able to add one song that represents their character in some way. The only restriction on this song is that it be under 6 min long. When this song comes on during a fight,the player gains an additonal turn in combat and may choose to end one conditon they are currently afflicted by. Be warned though, sufficiently strong bad guys get songs too.

Other Rule Clarifications (for new stuff)

  • You must be an artificer to craft magical items
  • Magical items are about twice as durable as regular items.
  • Potions are a pain in the ass please do not ask to make them.
  • Flanking gives advantage
  • The Disarm, Overrun, and Tumble actions (DMG p 271/272) are available.
  • Weapons of Slaying ignore damage resistance, but not immunity. Saving throws for Slaying weapons cannot be legendarily resisted. On a critical hit the saving throw is automatically failed, but the slaying dice are not doubled.

Races of the World

Limited or Banned Races

Pretty much everything has a place somewhere in the world apart from, some are just harder to fit in:

  • Aaracokra (Banned)
  • Aasimar (Limited, require discussion ahead of time)
  • Dragonborn (Banned)
  • Gith (Banned)
  • Monstrous Races (Limited, require discussion beforehand)
  • Warforged (Banned)

Unique Subrace

Some aspects of the Savage Lands to the east have affected those who live there:

Sand Dwarves:

Lore

Housed in subterranean colonies comprised of winding tunnels and large semi-spherical rooms supported by a secret cement recipe that is held as a jealously guarded racial secret. As a stark contrast to normal dwarves, due to the heat in their tunnels, Sand Dwarves have evolved to be almost entirely without hair. As a result, there is immense cultural importance placed on dyeing one's skin in stylish or artistic ways. Anyone can choose to tattoo their design onto themselves, but this is seen as either an incredible honor and a culmination of accomplishment or as a horrific mistake and a shameful act of pride and assumption. An aspect of their culture that is shunned by the majority of the world is the method by which they remember their dead. When a dwarf accomplishes a great deed or is recognized for some great contribution they gain the Honorific "Skin" and on their death, their body undergoes a ritual flensing. The hide is then made into a piece of leathercraft chosen by the Skin before their death that will from that point on be seen as that person. Skins are usually imbued with some form of enchantment befitting the legacy of the person's life. These are given places of honor or worth within a family's home and if a member leaves the family on what is perceived to be a worthy cause they usually take a Skin with them so as to not be alone.

Bonuses

+2 Con +1 Cha

Proficiency in Survival, and Survival checks made to find hidden water sources are made with advantage.

When equipped with a shovel or pick you have a 5ft burrow speed in loose Earth and sand.

Gods of the World and their Clerics

The Gods:

Aphrodite: The goddess of fertility, love, and beauty.

Apollo: God of the Sun, Light, Music, and Prophecy. Brother of Artemis, Shares Archery with his Sister

Ares: God of War and Violence. Embodies the unpleasant aspects of War.

Artemis: Maiden Goddess of the Moon, the Hunt, Forests, and Maidens. Sister of Apollo, Shares Archery with her Brother.

Athena: Maiden Goddess of Wisdom, Strategy, The Arts, Crafts, and War.

Demeter: Goddess of Agriculture, Fertility, Sacred Law, and the Harvest

Dionysus: god of wine and grapes, fertility, madness, theater, and religious ecstasy

Hades: God of The Dead, Wealth, and the Underworld.

Hephaestus: God of Fire, Metalworking, Creation, and Struggle

Hera: Goddess of Marriage, Family,

Hermes: God of Trade, Tricksters, Thieves, Messengers, Travellers, Eloquence, and Jack of All Trades. Messenger of the Gods.

Poseidon: God of Storms and Seas

Zeus: The Overdiety, God of Sky, Air, Lightning, and Order.

There are, of course, other gods and goddesses for other things. This is by no means a comprehensive list. If you have any questions about anything specific, ask!

Alternative Domains for these different gods.

Thievery Domain [Reddit] (Hermes, Arguably Hades)

Many thieves find themselves praying for a long and fruitful career at some point in their life of burglary. Some go further, practicing prayer as much as pilferage. These priests devote themselves to the gods of thievery, channeling their god to filch things mortals cannot.

Thievery Domain Spells
Cleric Level Spells
1 disguise self, unseen servant
3 misty step, invisibility
5 haste, nondetection
7 arcane eye, greater invisibility
9 passwall, misslead

Acolyte of Thievery

At 1st level, you learn the cantrip pick and you gain proficiency with Sleight of Hand and Thieves Tools.

Blessing of the Thief

Also at 1st level, you can use your action to touch a willing creature to give it advantage on Dexterity (Sleight of Hand) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Steal Spell

Starting at 2nd level, your god grants you the ability to steal more than just material objects. While within 5ft of a spellcaster you can use your channel divinity as an action to call forth your gods spectral hand, plunging it into a creatures mind and stealing the last spell the creature cast. Make a sleight of hand check, the DC = 10 + the spells level + the creatures spell casting modifier. On a failure the the creature is alerted to your presence. On a success they lose all knowledge of the spell and may no longer cast it for 1 minute, losing concentration if they are holding it on the same spell. You may cast the spell at its lowest level as a cleric spell without expending a spell slot once within this minute. Once you cast the spell or the minute passes you forget how to cast the spell if you did not know it before, and the original owner regains the knowledge to cast the spell.

You can steal a 1st level spell at 2nd lvl, and can steal a spell of one level higher when you reach 3rd, 5th, 9th, 13th, and 17th level in this class.

Channel Divinity: Pick Creature

At 6th level, you gain the ability to pick people the same way you pick locks. As an action, you may use your Channel Divinity to end a condition that is on a creature within 5ft of you. The condition ends and is stored on your lockpick for 1 minute. While the condition is stored on the lockpick, the next time a creature fails a spell save against a spell you cast they suffer the condition stored on the lockpick on top of the spells effect. They suffer this condition for 1 minute and may attempt to end the condition at the end of their turn by completing a successful wisdom saving throw against your spell save DC. If a creature succeeds its saving throw against one of the conditions, they also succeed at ending all other conditions afflicting it originating from the lockpick.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Deftly Sacred Hands

Starting at 17th level, you may make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, take the Use an Object action, pick a creature, steal a spell, or cast the cantrip pick as a bonus action. Additionally, when an enemy fails their wisdom save against the cantrip pick, you may choose two different effects from two dice instead of one.

Hearth Domain [Reddit] (Hestia)

https://drive.google.com/file/d/0BxfCiPA2FPFAZ0NCdjF6WnVGaVk/view

Changes to this class:

  • Ephemeral Ward: "When you cast a spell of 1st level or higher"
  • Hearthfire: Remove Enlightened and Shrouded, Restored always happens, Choose between Emboldened and Warded.

Wealth Domain [Reddit] (Hades, Ignore that it says Hermes)

https://drive.google.com/file/d/1eJu9MZzZIxf5MuaOUcvZlhrMGQ3fUn9c/view

Humour Domain [Reddit] (Asclepius or Apollo)

https://homebrewery.naturalcrit.com/share/rJZh8qv6MB

New Spells

If a Domain would add new spells, they can be found here.

Pick (Thievery)

Divination cantrip


  • Casting Time: 1 action
  • Range: 15ft
  • Components: S, M(a lockpick)
  • Duration: instantaneous

A creature you can see must pass a wisdom save or take 1d6 psychic damage. After you roll the d6, the number rolled determines one random effect. If this cantrip rolls multiple damage dice, choose one d6 after rolling the damage.

d6 Effect
1 The target is silenced until the beginning of your next turn, and you may choose talk through the target until the beginning of your next turn.
2 You gain advantage on your next Thieves Tools check against the target or any property the target owns within the next minute.
3 The targets movement speed is reduced by 10ft, and your movement speed is increased by 5ft until the start of your next turn.
4 You swap places with the target.
5 If your AC is lower than the targets, the targets AC is reduced by one, and your AC is increased by one until the start of your next turn.
6 You gain a number of temporary hit points equal to half the damage dealt (rounded down). This temp HP lasts until the start of your next turn.

The damage increases by 1d6 when you reach 5th, 11th, and 17th level.