moonfly7
2019-09-01, 08:29 PM
So, over in the 5e forums, in a series of different threads and posts, I've mentioned the game I DM in a homebrew setting. It's also been mentioned on the homebrew thread several times as well.
Anyways, a couple people seem interested in it so I thought I might post it here if anyone actually seemed to care.
The story is set in my own homebrew campaign setting, on so far the only continent written up: Vorabeer(I will make more as the story progresses And they are required).
On this continent everyone is born with a magical ability, and almost everyone can preform at least minor magic:
Descendants: taking this lets you read ancient texts, and you start with one magic item made by me passed down by your family for generations. (Please note in this world artificery as a thing is basically dead. Wands and scrolls are made by the boat load, and many ancient places still hold magic items, but no one focuses to hard on making them, as natural magic is so common, and they aren't seen as nessacary or even that helpful if you aren't an adventurer, so while magic items aren't super rare, taking this is a nice treat)
Magically armored: straight +2 to AC always, whether your whereing armor or not.
Magically armed: whenever you hit with any weapon attack, ranged or melee, you add 1d4 of the weapons damage type to the attack roll.
Elementally fueled: mini control of your chosen element, and a guarrentied 1 extra point if damage of that element type whenever you hit with any type of attack.
Magical healing: you can roll a number of your hit dice equal to your con modifier as a free action any time during combat, choosing how many you expend when you do so.
Naturally magical: straight just 3 sorcerer cantrips, but your also rich and privileged, so that opens a ton of doors.
Magically warned: dodge action as reaction, proficiency with perception or expertise if you already have proficiency.
Magically cloaked: you have a passive stealth equal to 10+your stealth bonus, proficiency or expertise with stealth.
Magically protected: you have either a resistance to two different damage types or immunity to one.
No-mage: you have absolutely no magic, you cannot cast any spell, even cantrips. Because of this, you have advantage on spell saves that require a saving throw that use Charisma, Constitution, Wisdom, or Intelligence. Additionally, the spell magic missile, and any other auto-hit spell must make an attack roll to hit you, and spells that make an attack roll to hit you have disadvantage, as you have no signature in the weave. However, to take magical healing from a spell, feature or item, including potions, you must make a successful Con save equal to 10 plus the spells level, or not be healed by the spell.
The No-Mage gift has not, as you might imagine, been chosen. Also, No-Mages are typically seen as worthless in Vorabeer, and only maybe 3 or 4 are born in every generation.
In this game so far, my players have: press ganged 2 NPCs into the party who weren't supposed to be there, one of whom was an assasin sent to kill them, killed a level 20 character with epic boons at level 5 while in a room with at least 15 other hostile, burned down at least 50 miles of old growth virgin forest, started a cult to their dead god(on accident) had there 1 foot 2 handling wizard kill a hill giant with a burning hands up both nostrils, seen their shifter monk get surrounded by 8 drow champions all attacking twice in a round and not hitting him once, ans watched as the self same monk picked up a catapult, dodged over 50 fireballs, and almost single handedly destroyed an army of 200 men, in the same combat.
Oh, and this is also the group that made me actually groan in real despair when they texted me to ask if there was flour in the town they were protecting. You'll understand why soon, I promise.
So, if my lengthy first post hasn't driven you all away, is any one interested in hearing my groups sometimes serious, sometimes ridiculous, sometimes hilsrious, but ALWAYS fun tale?
Anyways, a couple people seem interested in it so I thought I might post it here if anyone actually seemed to care.
The story is set in my own homebrew campaign setting, on so far the only continent written up: Vorabeer(I will make more as the story progresses And they are required).
On this continent everyone is born with a magical ability, and almost everyone can preform at least minor magic:
Descendants: taking this lets you read ancient texts, and you start with one magic item made by me passed down by your family for generations. (Please note in this world artificery as a thing is basically dead. Wands and scrolls are made by the boat load, and many ancient places still hold magic items, but no one focuses to hard on making them, as natural magic is so common, and they aren't seen as nessacary or even that helpful if you aren't an adventurer, so while magic items aren't super rare, taking this is a nice treat)
Magically armored: straight +2 to AC always, whether your whereing armor or not.
Magically armed: whenever you hit with any weapon attack, ranged or melee, you add 1d4 of the weapons damage type to the attack roll.
Elementally fueled: mini control of your chosen element, and a guarrentied 1 extra point if damage of that element type whenever you hit with any type of attack.
Magical healing: you can roll a number of your hit dice equal to your con modifier as a free action any time during combat, choosing how many you expend when you do so.
Naturally magical: straight just 3 sorcerer cantrips, but your also rich and privileged, so that opens a ton of doors.
Magically warned: dodge action as reaction, proficiency with perception or expertise if you already have proficiency.
Magically cloaked: you have a passive stealth equal to 10+your stealth bonus, proficiency or expertise with stealth.
Magically protected: you have either a resistance to two different damage types or immunity to one.
No-mage: you have absolutely no magic, you cannot cast any spell, even cantrips. Because of this, you have advantage on spell saves that require a saving throw that use Charisma, Constitution, Wisdom, or Intelligence. Additionally, the spell magic missile, and any other auto-hit spell must make an attack roll to hit you, and spells that make an attack roll to hit you have disadvantage, as you have no signature in the weave. However, to take magical healing from a spell, feature or item, including potions, you must make a successful Con save equal to 10 plus the spells level, or not be healed by the spell.
The No-Mage gift has not, as you might imagine, been chosen. Also, No-Mages are typically seen as worthless in Vorabeer, and only maybe 3 or 4 are born in every generation.
In this game so far, my players have: press ganged 2 NPCs into the party who weren't supposed to be there, one of whom was an assasin sent to kill them, killed a level 20 character with epic boons at level 5 while in a room with at least 15 other hostile, burned down at least 50 miles of old growth virgin forest, started a cult to their dead god(on accident) had there 1 foot 2 handling wizard kill a hill giant with a burning hands up both nostrils, seen their shifter monk get surrounded by 8 drow champions all attacking twice in a round and not hitting him once, ans watched as the self same monk picked up a catapult, dodged over 50 fireballs, and almost single handedly destroyed an army of 200 men, in the same combat.
Oh, and this is also the group that made me actually groan in real despair when they texted me to ask if there was flour in the town they were protecting. You'll understand why soon, I promise.
So, if my lengthy first post hasn't driven you all away, is any one interested in hearing my groups sometimes serious, sometimes ridiculous, sometimes hilsrious, but ALWAYS fun tale?