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creativerogues · 4 years
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Using Myths to Create a Campaign Setting...
So while researching for this Mega-Post (which will probably become one part of many), I’ve found that myths, legends and folklore as a whole is really just a cool thing to read about.
There’s so much creativity and wonder in every myth, and it’s been super fun to find story elements that have persisted all the way to the modern day.
With that said, and wait for it: Making a D&D Setting can be really really tiring.
So, after rediscovering my love of mythology, I thought I’d take a new approach to all this: Using “Comparative Mythology”.
“Wait! What’s Comparative Mythology?” I hear you ask. Well Comparative Mythology is when you compare myths from different cultures and identify all the things they share.
So let’s start this Mega-Post by ending this long-winded intro and getting to the whole point of this: The Common Myths!
The Creation of Mankind from Clay
The creation of man from clay is a thing that recurs throughout a bunch of world religions and mythologies. In this Myth, Mankind is created from dust, clay or earth by a single deity.
In Greek Mythology, Prometheus molded men out of water and earth.
In Egyptian Mythology, one of the several ‘Creator Gods’, called Ptah, is a Potter who fashions the bodies of humans (and some Gods) from clay.
The Theft of Fire
The theft of fire for humanity is another that recurs in many world mythologies. Where a deity, sometimes the deity of earth, the forge, or the deity that actually created Mankind, steals a portion of the Sun or a Magical Heavenly Flame and gives it to humanity so they don’t freeze to death or starve because they can’t cook their food.
Probably the most famous version of this Myth comes from Greek Mythology, where the Titan Prometheus stole the heavenly fire of the gods and gave it to humanity, the thing he created from clay, so they could build their first civilisation.
The Great Flood
Cultures around the world tell stories about a great flood that leaves only one survivor or a group of survivors. Sometimes the Flood is meant to restart the world, defeat a great evil, or as a punishment to Mankind for some known or unknown thing.
In the Hebrew Bible, probably the most famous example of this, God sends down a global flood that wipes out humanity, with only one man surviving and saving the world’s species by taking them aboard a giant boat.
In Greek Mythology, a Myth says that Zeus, Head of the Gods, sent down a great storm to flood the world after people started trying to sacrifice humans to him, which was completely against the Greek Laws of Hospitality and a big ol’ no-no in the eyes of Zeus.
The Dying-And-Rising God
Many Myths feature a God or Goddess who dies somehow and returns to life thanks to the help of the other Gods.
In Egyptian Mythology, Osiris, who was slain by his brother Seth, was brought back to life by his sisters Isis and Nephtys. Osiris eventually became the ‘King of the Dead’ while his Son became ‘King of the Living’, which may have something to do with a Father-like Figure giving power to their Son, which is another theme that pops up in a few cultures…
In Greek Mythology, it’s Adonis, a beautiful man born from his Mother that just so happened to be turned into a tree. But after being left in a Forest by Aphrodite and told to avoid any wild Boars (also known as Ares in disguise), Adonis immediately decided to do the opposite and hunt down the wild Boar (also known as Ares, the God of War). The fight didn’t really go in Adonis’ favour, and after Aphrodite found out, she stormed into the Underworld and demanded her Boyfriend back, and eventually Zeus got involved, deciding to split the Year in two, the warmer months (summer and spring) where Adonis would be with Aphrodite, and the colder months (autumn and winter) where Adonis would go back into the Underworld. This is why Adonis is associated so much with spring, renewal and rebirth.
The Creative Sacrifice
Many cultures have stories about divine figures whose death creates a certain part of reality. 
These myths seem especially common among cultures that are farmers or have agriculture as a major part of their society.
In Norse Mythology, the First Giant, known as Ymir or ‘The Cosmic Giant’ was killed to create the World of Norse Myth.
In Aztec Myth, after Huitzilopochtli kills his sister Coyolxauhqui and his 400 brothers, Coyolxauhqui's severed head becomes the moon, and her 400 dead brothers become the stars in the night sky.
In Greek Mythology, when the many-eyed Giant Argus was slain by Hermes, Argus' eyes were transferred by Hera to the tail of the peacock, hence the beautiful tail feathers of a peacock!
The Seat of the World
The seat of the world is usually noted as a place that sits at the centre of the world and acts as a point of contact between different levels of the universe: Usually Heaven, Earth and the Underworld.
And as a small Sidenote, there’s a LOT of mythologies and world religions that use a giant ‘Cosmic Tree’ to represent the seat of the world, and they usually describe it as “a great tree joining heaven, earth, and the underworld”, with branches that reach the Heavens and whose roots that reach the Underworld.
In Hindu, Jain, and Buddhist Mythology, Mount Meru (also recognised as Sumeru, Sineru or Mahāmeru), is a sacred five-peaked mountain, and is considered to be the centre of all universes, both physical and spiritual.
In Norse Mythology, Yggdrasil is an immense mythical cosmic tree that connects the Nine Worlds of Norse Cosmology.
In Greek Mythology, the “Seat of the World” was the City of Delphi, the literal centre of the Greek Mythological World. Delphi was almost always seen as “the belly-button of the world”, with many tales surrounding the famous Oracle of Delphi. You could also consider Mount Olympus to be a sort-of “Seat of the World” too, since that’s the famous place where only the Gods lived...
The Ideal God
This is usually referring to a King, Queen or some kind of Head of a Pantheon, a God to rule the Gods.
Even actual Official D&D Settings do this by having an ‘Overgod’.
In Norse Mythology, Odin is the Leader of the Gods.
In Greek Mythology, Zeus is Head of the Gods, though Hera (his Wife) also has some influence on the Pantheon.
In Roman Mythology, which is extremely similar to Greek Mythology, they have Jupiter as the Head of the Pantheon and King of the Gods.
In Egyptian Mythology, Ra is Head of the Pantheon, though some interpretations vary on his actual name.
And as a side-note, it seems most ‘Head of the Pantheon’ Gods are male with some sort of connection to the Sky, the Sun, or Storms, and are often extremely wise or extremely powerful, usually depicted as extremely ripped and wielding big ol’ stabby weapons...
And weirdly enough, most have some sort of connection to birds, I can’t really find out where that comes from, but it’s cool nonetheless.
The War with the Titans
This is usually the Myth that creates the “Official Pantheon” for a Place’s Religion. The Titans (or sometimes called Primordials, beings that represent chaotic and destructive elements like Fire and Lightning) fight the Gods, sometimes a few Gods die, but the Gods always win.
Again, the most famous version of this Myths is In Greek Mythology, where the Titanomachy was a ten-year series of battles consisting mostly of the Titans fighting the Olympian Gods and their allies. This event is also known as the War of the Titans, Battle of the Titans, Battle of the Gods, or just The Titan War, which is just a cool name in general...
Gargantuan Giants
By “Gargantuan Giants”, I mean Gargantuan compared to Humans, who in most cultures were less than 6 Feet Tall, so sometimes Giants were as short of 8 Feet, and others they are quite literally the size of the Universe…
In Greek Mythology, there’s the myth of Ourion (or more commonly known as ‘Orion’) the Giant, a Huntsman famous for being placed among the stars as the constellation of Orion. There’s also the Hecatonchires, also known as the Hundred-Handed Giants, as well as the Myth of the Cyclopes and a bunch of other Gods and Demigods who are described as “Giant” in size.
In Norse Mythology, there’s dozens of famous giants, also known as Jotuun in some texts. From Surtur, the fire giant that leads his kin into battle during Ragnarok, to the trickster giant Utgard-Loki, famous for annoying the Hel out of Thor and thoroughly embarrassing him in front of all the other giants.
Mythical Dragons and Serpents
Sometimes just large snakes and other times gigantic snakes, legendary snakes and serpent-like creatures appear in the folklore of a bunch of different cultures around the world. And speaking of Dragons, while they vary from region to region, they’re almost always depicted as gargantuan serpentine creatures with four-legs.
Mythical Serpents in Mythology
In Egyptian Mythology, Atum shaped the world thanks to four mythical serpents. Also in Egyptian Mythology is Apophis, a gargantuan mythical serpent that symbolises chaos, who tries to eat the sun every day as part of the Journey of Ra and his Sun-Barge/Sun-Boat.
In Greek Mythology, there’s the Lernaean Hydra, more often known simply as the Hydra, a multi-headed snake monster killed by Heracles as part of his Twelve Labours. There’s also Python, a big ol’ sea snake with the gift of prophecy, that was then promptly killed by a Baby Apollo...
In Aztec Mythology, there’s Quetzalcoatl, a giant feathered serpent (and sometimes a dragon!) characterised as the God of Wind, the Dawn, the Planet Venus, Arts and Crafts, Wisdom and Knowledge.
And another thing, it seems some Myths depict these giant snakes as pets or living weapons used by Kings, Queens or even the Gods to keep their subjects in check.
Dragons in Mythology
In Eastern Cultures and Mythologies, Dragons are usually depicted as wingless, four-legged, serpentine creatures with above-average intelligence and the ability to control rivers, the ocean, the wind and the weather.
In Western Cultures and Mythologies, Dragons are often depicted as savage, winged, horned, four-legged, and capable of breathing fire.
The Myth that founds a Custom
This myth is way more varied than the rest. Many cultures have myths describing the origin of their customs, with most societies often justifying their customs by claiming that the Gods or the Mythical Heroes of their Culture established those customs.
The Curse of Cannibalism 
Human cannibalism features in the myths, folklore, and legends of many cultures and is most often attributed to evil characters, with the idea that consuming human flesh is an evil act that usually transforms the person into a monster of some kind.
In Greek Mythology, there exists the Lamia, a woman who became a child-eating monster after her children were destroyed by Hera after Hera learnt of her husband Zeus’ little “escapades”.
In Native American Myth, there’s the famous Wendigo, a creature (or sometimes depicted as an evil spirit) from folklore, with some sources saying Wendigos are created when a human resorts to cannibalism to survive.
The Hero's Adventure to save their Lover
This is usually a story of three parts: Hero gains a Lover, Lover dies through unforeseen circumstances, and finally the Hero goes on an Adventure (most commonly going to the Underworld) to meet/save/resurrect their Lover.
This Myth can also be known as the “Hero goes to the Underworld to save their Lover” Myth, which is also super common when you look at all the different world cultures.
In an old Babylonian Myth, the Babylonian Goddess Ishtar (Goddess of Love, War and Fertility) gets trapped in the Underworld with the Queen of the Dead after trying to save her husband from the Underworld. But then Asushunamir, a gender-ambiguous individual constructed by Enki (a Babylonian Ocean God), is sent to the Underworld to save Ishtar, so I guess that’s two stories in one?
In Japanese Mythology, Japan has two Creator Deities: Izanagi and Izanami. But after the Birth of Kagi-Tsuchi (the Fire God), Izanami dies. So Izanagi decides to just go on down to the Underworld to get her back. But after lighting a torch in the Underworld when he’s specifically told not to, Izanami is understandably peeved and sends a bunch of monsters after Izanagi to chase him down until Izanagi decides to block the entrance to the Underworld with a giant rock so no monsters get out. Yay?
In Greek Mythology, Orpheus (one of Apollo’s kids) walks on down to the Greek Underworld to chat with Hades and maybe get his dead lover Eurydice back. Hades says “Yeah, sure bro! Just don’t look at her before you two get back to the World of the Living again, okay?” But Orpheus, like an idiot, decides to immediately do the opposite after thinking Hades is tricking him, and Eurydice is dragged back down in the Underworld to stay there forever...
The Sun gets eaten by a Giant Beast
This is usually what Cultures and World Religions use to explain celestial events such as an Eclipse.
In Aztec Mythology, they had a God called Huitzilopochtli (Yay! I spelt it right!) who was their Sun God and God of War and Human Sacrifice.  Huitzilopochtli also had 400 Brothers and one Sister: Coyolxauhqui. After murdering his sister, Coyolxauhqui’s severed head becomes the moon and several of Huitzilopochtli’s brothers become the stars. And now the sun is constantly at risk of being devoured by the night sky and to put this all short: Huitzilopochtli is constantly fighting off the severed head of his sister (The Moon) to stop her eating/murdering the sun and the earth. FUN!
In Norse Mythology, at some point during Ragnarok (the Norse “End of the World” Myth), the sun and moon are eaten, possibly by Fenrir, but definitely by Mythical Wolf of some variety, sources differ.
In Egyptian Mythology, the Egyptians would pray against Apophis (the giant snake in the Underworld) to squash his nightly attempts to eat the sun as it passed through the Underworld.
And as a side-note, this one doesn't have to be a Beast, sometimes the sun is stolen by a thief, or something happens and it's sealed away or just straight up nopes out and disappears for a few days...
Gods named after Planets
It’s right in the name, a lot of Gods are named after Planets, Stars, Constellations and other Celestial Objects.
In Egyptian Mythology, the Gods are actually named after the various Stars and Constellations that can be seen in Egypt’s night sky.
In Roman Mythology, examples include Jupiter, Head of the Pantheon, as well as Mars the God of War, Mercury the God of Merchants, and Venus the Goddess of Love and Beauty, as well as Neptune, Saturn and More!
The Beast to be Released and Kill the World
This is usually a Wolf, Snake, or other Giant Beast that, when the Apocalypse comes, is released from whatever bindings they have and wreak havoc on the Mortal World. Sometimes the Beast is chained away or trapped in the Underworld, but other times they’re just sleeping until the Apocalypse comes knocking…
In Egyptian Mythology, this Beast is known as Apophis, a Giant Snake trapped in the Underworld that tries every day to eat the Sun (and sometimes eat Ra too!) before Apophis is defeated by the powers of Gods and the apocalypse is stopped for another day.
In Norse Mythology, this Beast is Fenrir, a Giant Wolf and Son of the Trickster God Loki. Fenrir is bound by a series of heavy chains, and when Ragnarok (the Norse version of the Apocalypse) comes, Fenrir will break his chains and go on a big ol’ god-killin’ spree!
So there you go! I’m so sorry for having to cut quite a bit of content, since I didn’t want to make this Post a full-blown essay.
If I missed your favourite myth, or forgot to add a detail that you thought was important or cool, I apologise profusely.
The research for this Post was A LOT, and I just want to thank everyone in the Community who helped out and contributed to this thing.
I hope that when you’re building your own D&D Worlds, you can look back at this Post as inspiration for creating a pretty cool and realistic world for your Players to mess around in...
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shopmivida · 7 years
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BIEN🌹CHULA @von.ni being all cute and golden in our #Chula Acrylic necklace! ✨✨✨✨✨✨✨ Did you know our acrylic collection is designed and fabricated right here in HLP? #communitymade . . . www.SHOPMIVIDA.com
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getupandthrive · 5 years
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Sometimes the compliment we are holding on to may be the comfort or catalyst someone else needs to thrive. * * * Can you think of anyone who has helped you thrive? Have you ever told them? * * * There are so many people that helped me thrive in my life from my family, to my friends to teachers, to people who didn’t know me at all and took a chance on me. And I try to tell them every so often. * * * Think of someone who helped you thrive and consider telling them today. Tag them on this post, share this pic with them, or maybe say it in your own words. * * It could have been a kind word, help studying, the money you needed to get something done, a hug, a laugh, no matter how big or small-let them know their impact. * * National compliment Day is tomorrow, but let’s kick it off early and tell someone #youhelpedmethrive * * * #youhelpmethrive #youhelpedmethrivethursdays #givethanks #thankfulthursday #thursdaythoughts💭😊 #complimentschangemindsets #mindsetmoment #mindsetbootcamp #mindsetiseverything #communitymade #givinggratitude #gratitudeonfleek #teamworkmakesthedreamwork #getupandthrive https://www.instagram.com/p/B7qlqaUnbT9/?igshid=yven1vujy67w
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bethkerschen · 5 years
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I went to @maryhillmuseum yesterday to witness a 66 foot long woodcut print be made with a steamroller! (Only really the way to do large format printmaking!). It is a scene of the Columbia River made from 10 artists each making a 6x4 foot woodcut that connects together. Swipe to see the fun...the amazing registration rig, the steamroller making the print, then a team slowly pulling the print! Epic!! This took a ton for organization and planning to pull this off. So impressed! My understanding is, the 66 foot print will be shown at the Maryhill Museum the first week of September and then it will travel to different locations for viewing! . . #columbiarivergorge #cokumbiariver #maryhillmuseum #maryhillwashington #artinthegorge #community #communitymade #communitymadeart #steamroller #steamrollerprintmaking #printmaking #woodcut #woodcutprints #largeformat #largeformatprintmaking (at Maryhill Museum of Art) https://www.instagram.com/p/B1l3zdBhVGm/?igshid=aprqu54fy1o
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dromisbatb · 7 years
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@Regranned from @rebeccabgibson - The energy in this room is electrifying. #Millwood #burdenoftruth @cityofselkirk @onscreenmanitoba @filmtrainingmanitoba @actra_mb #manitobafilmandmusic #communitymade #KristinKreuk #petermooney #kreukies #truthets #CBC @cbc
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gizmorati · 9 years
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Roblox’s community-made games are coming to Xbox One
Roblox’s community-made games are coming to Xbox One At gizmorati.com, the privacy of our visitors is of extreme importance to us (See this article to learn more about Privacy Policies.). This privacy policy document outlines the types of personal information is received and collected by gizmorati.com and how it is used. Log FilesLike many other... http://gizmorati.com/2015/09/24/robloxs-community-made-games-are-coming-to-xbox-one/
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creativerogues · 4 years
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My Template For Creating Dungeon Rooms...
About Your Dungeon Room...
Dungeon Room Name: What’s this Dungeon Room called? Instead of calling it “Room #3 on Floor 2″, try making each room unique by calling it something like “The Corridor of Knives” or “The Sinking Square”. 
Naming your Dungeon Room peaks the interest of any DM reading it, as well as keeping the Name stuck in your head so you don’t have to flip through all those DM Notes mid-game...
Dungeon Room History: What’s the History of this Room? Is it the bedroom of a mad alchemist? Or is it the bathroom of a powerful necromancer?
Threat Level: This is how deadly this Dungeon Room is. Is it no threat at all, a simple setback, a moderate threat, or straight up deadly to anyone who enters?
Dungeon Motif: Is the Dungeon Underground, Abandoned, or does it lead to another Plane? 
Selecting a Motif for the Dungeon Room based on the Dungeon can be pretty crucial. A mega-dungeon buried in the desert is very different from a ruined mega-dungeon that’s underwater...
Layout
Dungeon Walls: Are they stone or wood? Are they bare or decorated with elaborate tapestries and faded paintings?
Dungeon Floor: Is it stone, glass, wood, or something else? Will it make a noise if an oblivious Adventurer walks in?
Temperature: Is it unnaturally cold or unusually hot in this room? Maybe as the Party ventures deeper to the core of the earth everything gets supernaturally hot, or maybe as they venture deeper into a creatures lair, the air becomes supernaturally cold and the Adventurers can see their own breath!
Illumination: Is the room pitch black or lit by torches, or does the Room have small magical flames that burn forever?
Room Features: This is what’s in the Room. Statues, chests, pools of water, broken bottles. Room Features can be whatever the Adventurers see when they first enter the room, and what they could find if they explore the Room further.
Encounters
NPCs: This is usually a social encounter, such is meeting and talking to a friendly denizen of the dungeon, or maybe the ghost of a long-dead tomb-robber...
Traps: From corridors that flood with lava to false stairs that lead to a pit of boiling oil, these are the dangers a Dungeon Room (or corridor, or even stairs leading to the next Room or Dungeon Level) can have to stop any unwanted treasure-hunters.
Wandering Monsters: These are the Monsters that could possibly be found in this particular Dungeon Room, just in case the DM wants to spark some combat after a long session of busting down Dungeon Doors.
Puzzles: This is for the DM that likes to test their Players smarts. Maybe your Dungeon Room isn’t filled with Monsters, but instead a carefully composed riddle that only the Denizens of the Dungeon would know, and failure to solve such a puzzle could lead to a painful death at the hands of the Dungeon Room itself!
Hidden Treasure: It’s always good to put a little something in every Dungeon Room, most will be missed, but it’s always good to at least have something for the snooping Adventurers to find if they managed to survive whatever else they’ve just been through while going through this Dungeon.
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creativerogues · 4 years
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Part 3: Your Turn!
So I’ve talked about Myths, Common Myths, and how to look at them, and for those that don’t want to read that absolute MEGA-POST, I’ll summarise everything I can from Parts 1 and 2 (and more) here:
What’s common about the Pantheon?
A Deity or Giant that Creates Mankind from Clay.
A Deity, Giant or Mortal that steals heavenly fire from the Gods.
A Deity that is killed and resurrected with help from the other Gods.
A Deity that dies to create an important part of the World.
A Deity that is the Head of the Pantheon. (This is usually a Male Figure that’s God of the Sky, Sun or Storms and seems to have some connection to Birds.)
A Divine Messenger between the Gods, or a Messenger between the Underworld, Earth and the Heavens.
What’s common about the Mythical World?
A centre place to the world, such as a Mountain, Tree, or literal Throne.
The World is often depicted as a single perfectly circular and flat disk.
The Underworld lies beneath the World of the Living, or to the Far West or East where no Mortal can reach, walk or sail.
Much of the World is covered by a single large Ocean.
The World is very small, sometimes just a few hundreds or thousands of miles wide.
The Gods, Demi-Gods and other Mythical Creatures often live in remote places, or on another Plane of Existence.
What’s common about the Monsters?
A Monster, most likely a Snake, Wolf or Bird, that eats the Sun, this is probably how your Mythos explains Celestial Events.
A Mythical Giant Serpent, such as a Snake or Dragon, that is sleeping, trapped or hidden away.
A Mythical Giant that has something to do with War, Craft or Animals.
A Mythical Beast that is trapped, bound or chained, and will be released during the Apocalypse.
What’s common about the Heroes of the World?
Some vague lineage going back to a major god, hero or king.
Male Heroes are often incredibly smart, wise, strong and often depicted as some form of indestructible (Indestructible Body, Unbreakable Will etc.).
Female Heroes are often incredibly wise and possess great beauty, but sometimes also possessing great cunning and able to pull off tricks that deceive even the Gods.
They often fight a single large monster as part of their Adventure.
They often have Seers and Oracles guide them in their Adventures.
They often receive gifts from the Gods in the form of magical items or great boons.
So now that I’ve summarised a 20-Something Page Essay of a Post for you, let’s see what the Community can come up with!
I’d love to see what the Community comes up with, from Homebrew Gods to Homebrew Myths and Folklore to Adventure Hooks and Mythical Beasts for your Party to kill!
You can share your Homebrews in the Comments by tagging @creativerogues on Tumblr, or Reblogging this Post with your own Homebrew Mythological Content!
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creativerogues · 5 years
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I’m Making a Player’s Guide!
Chapter 0: Welcome to the World!
History of the World: A brief history of the world’s events from the foundings of each country to the sealing away of the gods to the War Underground between the Elves of the West and the Drow of the Himmelblas...
Life on the Continent: A brief section on what it’s like to live in the world as it is today, still recovering from a war over half a century ago, and tensions ever rising in the east as new magics are being created and studied in the west...
Chapter 1-ish: Character Creation
An in-depth explanation of where in the world you might find each race and class from the PHB and other Source Books.
Introducing Gemstone Dragonborn as a new Subrace for Dragonborn, from MCDM’s Strongholds & Followers, as well as an explanation of how the Gemstone Dragonborn came to be in this world...
A List of potential Group Patrons that Adventurers could work for, from the Silver Charge Mercenary Company to the Archmages of Capitol to the State Azures of Zokend...
Chapter 2-ish: Gazetteer of the World!
Nations of the Continent: An explanation of each of Nation, from the high elves of Capitol and Western Carthisia to the small western isle of Mocrait, from the great and ever-spanning Himmelblas Mountains to the mysterious southern Wolfwood and the Shadow Empire that lies buried beneath the world’s surface...
Explore Western Carthisia, Mocrait, the Himmelblas Mountains, the Wolfwood, Valdor, Laumador, Zokend, Unter & Vuul!
Distant Lands: Learn of the forgotten continent of Harac, and the sand-blasted deserts of Rassumurait...
Chapter 3-ish: Faiths of the World...
An explanation of the Core Pantheon, as well as a list of the outlawed gods...
A list and explanations of the many famous cults of the world, from the Cult of the Blue Wyrm King to a strange group calling themselves Mephistopheles...
Learn of new gods and powers within the world, from the Haracan Pantheon to the vast Pantheon of Rassumurati Gods, Lesser Gods and Divine Servants...
Chapter 3-ish: Capitol!
Life in Capitol: A commoner’s perspective on life within the Capitol.
Baron Casmong: A explanation of Baron Casmong and his seemingly endless wealth after his success...
The Archmages of Capitol: A look into the Archmages of Capitol, who they are, and how exactly magic works within the Capitol’s walls...
The Royalty of Capitol: An explanation of the royal drama within Capitol and of how King Randor the Second wishes for nothing more than a successor better than his daughter...
The Edhel Halls: An explanation of the Edhel Halls Library of Excellence, a library famous for being the birthplace of many spells and many famous mages that still roam the history books of today...
The War College: An explanation of the Capitol’s War College and their working into new War Magics...
Important Locations in Capitol: From King’s Street to The Goose & Gander all the way to Bilgrim’s Menagerie of Scrolls and Miscellaneous..
Chapter 4-ish: Building Adventures...
Plot Hooks for every Nation: From the Dullahan of Bluemite to the Ancient Dragon that sleeps beneath the Blackhorn Volcano, from the forgotten Noble of Capitol to missing Archmages, run your own (mis)adventures in the world!
Heroes of the Past: A Section dedicated to the Legendary Heroes throughout History! Some still alive today! Such as the mighty Quindan of Carthis Randor, now hand to the new King, or Shadowdancer Yang Black, now master of his own monastery..
Chapter 5-ish: Homebrew!
A Whole Lot of New Spells!: All new homebrew spells to use in your campaign! From False Sending to Swift Reading to powerful new magics like Mass Haste and Psychic Clap.
A Whole Lot of New Magic Items!: All new homebrew magic items from Arrows of the Bull to the Amulet of Weave-Seeing to the Backstabber Blade and the all now-famous Potion of Dragon Control...
A Whole Lot of NPCs!: Stat Blocks for Silver Charge Mercenaries to Mages of the War College and the Edhel Halls to Haracan Mystics, Red Dagger Assassins and even the Ghost of a Fire Giant King!
A Whole Lot of Monsters!: From the Treasure Golem that guards the Royal Vault of King Unter, to the fearsome Purple Worm Matron that nests deep within the Himmelblas Mountain Range, find a whole bunch of new monsters to throw at your Players!
A Whole Lot of Backgrounds!: Maybe your Character was a member of the Silver Charge? Or perhaps a famed Red Dagger Assassin for the Emperor? With a bunch of new campaign-specific backgrounds, you can create some pretty awesome characters...
What other stuff is it gonna have?
A Pronunciation Guide: Because words are hard sometimes...
A Calendar: A Calendar noting specific Holy Days, Rituals and Celestial Events...
Important Teleportation Circles: Circles to the War College, the Edhel Halls Archives, the Library of Saturnity and more...
Reincarnation Table: A whole new Reincarnation Table that now includes Races from Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes!
A Wild Magic Surge Table: A Variant Wild Magic Surge Table to add even more chaos to your games!
Name Lists: A List of Male, Female and Gender-Neutral Names for People from each and every Region...
Is this Ambitious as hell? Aw, Yeah!
Which is why having the community help out when they can is so great! From creating People, Places, Homebrew Content and More!
So, if you’re interested in helping create some content, or just wanna flex your D&D knowledge, shoot a message to @creativerogues and let me know!
What’s been written so far?
A heck of a lot, that’s what!
With over 10 new homebrew spells, 10 new magic items, 8 new backgrounds and a bunch of new homebrew monsters, the homebrew section is looking good.
My personal favorite part of the Player’s Guide as it is right now are the Distant Lands of Harac and Rassumurait, and writing them has been a blast!
And a HUGE (like, waaay huge!) credit to @bxrtimaeus on Tumblr for all the knowledge and lore on ancient Egypt that’s really helped build Rassumurait as a desert kingdom, and for being my personal “English to Ancient Egyptian” Translator! XD
Overall, even though the Draft isn’t even an 1/8th of the way written, it already totals almost ~30 Pages of just my DM World-building Notes, with some notes from Friends and other people that are much better writers than me...
Oh yeah, and big note: I’M NOT AN ACTUAL PROFESSIONAL WRITER!
I’M DOING THIS FOR THE GIGGLES!
How can I help?
Over the course of the next few weeks and months, I’ll be posting little snippets from the Player’s Guide as it’s being written, from New Spells that need testing to New Monsters, Backgrounds and NPCs that I want you’re help making!
You can also just literally message me directly at @creativerogues and ask! Any help is gonna be appreciated!
When do you expect to get this finished?
I have no figgin’ clue! :D
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creativerogues · 4 years
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Session 0 Coming Soon!
That’s right, I’m running a Game in our all new CreativeRogues Discord Server! And YOU could be a part of it!
This Session 0 is meant to help people make friends and build Characters together, as well as set up a Short-Term Campaign run by yours truly! 
We expect Character Creation to take a few hours, so we hope you're flexible enough and patient enough to sign up and join the Adventure! 
Spaces are currently limited, so act fast and join our Discord Server right here and sign up!
And for those that need more info, the Session 0 will be taking place next Thursday (October 1st) from 18:00 to 23:00 BST, that’s British Summer Time for you Americans, and UTC+1 for everybody else!
We hope to see you there!
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creativerogues · 5 years
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Writing A Player’s Guide: 1 Week Later...
So it’s been just over a Week or so since I started writing the Player’s Guide with help from the Community, and so much has been done and completed right off the bat that I’ve had a smile on my face since I began this Project with you.
But I wanted to Update everybody in the Community of our Progress so far, so here we go!
What’s been Completed so far?
Dwarf Names Table is complete!
Silver Charge Names Table is complete!
Variant Reincarnation Table is complete!
Calendar of the World is complete!
Teleportation Circles for the War College, The Edhel Halls Archive, The Library of Saturnity and the Vault of Unter are all drawn up and completed!
The Trinket Table has been completed, with a huge thanks to @dnd-chamyra-studies and @bxrtimaeus for their amazing contributions.
What’s in Progress?
1. The ‘Archmages of Capitol’ Section is being written out by Myself, with the descriptions of their Arch-Wizard’s Towers currently being written by the amazing @nickle-snatcher on Tumblr.
2. The ‘Story Hooks of the World’ Section is in progress, with the first Story Hook called ‘The Dullahan of Bluemite’ being developed by the incredibly creative @bxrtimaeus on Tumblr.
3. The ‘Vulnerability’ Spell (Version 3.0) is currently written up and is almost ready for review, with @bxrtimaeus writing some awesome Lore for Tawma: A Semi-Famous War College Wizard and Creator of the Vulnerability Spell.
Also, big thanks to @vegas242 and @compelledinfidel for their Feedback and Advice on re-working and balancing the Spell!
4. Version 1 of War Path, Psychic Clap, Evasiveness, Mass Haste, Amanuensis, Forbidden Speech, False Sending, and Swift Reading are all ready for Play-testing and Review!
5. The Variant Wild Magic Surge Table and the Name Lists for Regional Names is currently being filled out by both Myself and the amazing @dnd-chamyra-studies.
6. The ‘Important Locations in Capitol’ Section is currently being written up by Myself, detailing places like King Street, The Imperial War College, The Edhel Halls Library of Excellence and my personal favourite Magic Shop, Bilgrim’s!
7. The ‘Heroes of the Past’ Section of the Player’s Guide is currently being written by Me, starting with Ghorn, an Ex-Silver Charge Mercenary with anger issues and a Pet Displacer Beast!
9. The History of the Silver Charge Mercenary Company, as well as some notes on its over 400+ Members, is currently being written up by Myself, with some help from the Player that actually played Ghorn way back when...
9. Version 1 of all the Magic Items, from the Cap of Tongues to the Bull Arrow, are written and ready for review!
10. The ‘Faiths of the World’ Section of the Player’s Guide is being written up by Me, starting with Bane, Bahamut and Loviatar!
What Do We Need Help With?
Suggest Wild Magic Surges for our Variant Wild Magic Surge Table!
Suggest Names for our Name Lists!
Suggest Places where Important Teleportation Circles might be found, from Temples to Churches to Libraries, Wizard’s Towers and More!
And as always, if you’re interested on working on the Player’s Guide, you can just literally message me directly at @creativerogues and ask!
Any help is always gonna be appreciated!
So, I’m putting this part past the “Keep Reading” because I don’t want people to see me become a bumbling mess as I express just how friggin’ happy I am that in 1 WEEK, so much of stuff has been done, and right now the “Writers Team” is about 4 People, with the Community being the Playtesters.
From every part of me I want to say the biggest Thank You to this whole Community, even if you’re just reading these Posts and Liking them, or Reblogging these Posts with your own advice and criticisms, or even submitting questions and suggestions through my Inbox, all of you are really going the extra mile and I just wanna say my thanks!
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creativerogues · 7 years
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5e Backgrounds: 8 Backgrounds For Your D&D Character...
Commoner 
You come from a humble social rank, perhaps working as a farmer, servant, or laborer. 
Although your background is not as glamorous as others, you find it easy to blend in wherever you go and have a sort of folksy wisdom that can sometimes help you out of a jam. 
When you choose this background, choose a profession that is found among the common folk, or roll a d20 and consult the following table to determine your  particular expertise. 
d20                         Result 
1–2                         Fisher 
3                             Forester 
4–7                         Laborer
8–11                       Messenger
12–16                     Serf
17–18                     Servant
19                           Shepherd
20                           Trapper Skill Proficiencies: Investigation, Persuasion
Trait — Salt of the Earth: Since you come from the ranks of the common folk, you fit in among them with ease. 
You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. 
They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Suggested Equipment: Common clothes, iron pot, spade, tool kit (appropriate to your profession), 14GP, 4SP.
Guide
You know the wilderness like the back of your hand. 
You have spent many days and nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.
Skill Proficiencies: Choose two from Animal Handling, Athletics, History, Medicine, Nature and Survival.
Trait — Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you. 
In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Suggested Equipment: Backpack, bedroll, hempen rope (50 ft.), tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 40GP, 8SP.
Guild Thief
You made a living by stealing as a member of a thieves’ guild. 
The guild is similar to a modern organized crime syndicate. 
It exacts protection money from criminals and businesses alike, and uses its influence to keep the city watch focused on apprehending criminals who operate without the guild’s blessing. 
Necessity might have driven you to this work, having no other means to provide for yourself, or you might have been an orphan taken in by a thieves’ guild. 
Whatever your reasons, you learned how to slip into places where others would prefer you not go, neutralizing traps, locks, and sentries with uncanny skill.
Skill Proficiencies: Investigation, Stealth.
Trait — Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use. 
Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely. 
You have learned the secret language of thieves. 
You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
Suggested Equipment: Thieves’ tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, 18GP, 4SP.
Jester
You were employed as a jester by a noble. 
You performed acrobatic stunts, told jokes and stories, and provided entertainment for your employer and his or her guests. 
However, you also served a key role, lacing your entertainment with criticisms and observations too controversial for others to speak aloud.
Skill Proficiencies: Acrobatics, Performance
Trait — Licensed Fool: You enjoy the rare privilege of speaking your mind with little concern for repercussions. 
As a jester, it is your duty to use comedy to point out the absurdities of the world. 
You can criticize through the lens of humor without offense. 
In addition, you can gain access to nobles in order to perform. 
When traveling, you can usually find a meal and a place to stay in the local castle or manor house in return for a performance.
Suggested Equipment: Jester’s motley, tin scepter, musical instrument (your choice), book of bawdy poems and jokes, traveler’s clothes, 38GP.
Knight
You have successfully completed your training as a squire and earned the title of knight. 
Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land. 
You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.
Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion and Survival
Trait — Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay. 
Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.
Suggested Equipment: lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), traveler’s clothes, 32GP, and 5SP.
Minstrel
You wander the land performing music, telling tales, and entertaining audiences with your talents. 
Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.
Skill Proficiencies: Performance, Persuasion
Trait — Noted Performer: You can always find a place to perform, usually in an inn or tavern. 
At such a place, you receive free lodging and food (within reason) as long as you perform each night. 
In addition, your performance makes you something of a local figure. 
When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Equipment: Fine clothes, ink, musical instrument (your choice), paper (five sheets), traveler's clothes, 27GP.
Priest
You have pledged your life to serve a god, pantheon of gods, or philosophy. 
You serve as an intermediary between your chosen power and the mortal world, conducting sacred rites, offering sacrifices, and expounding the teachings of your faith to those you meet. 
When you choose this background, select a deity or power. 
Your knowledge and experience is drawn from your time as a priest in the service of that faith.
Skill Proficiencies: Religion, Insight 
Trait — Temple Services: You belong to a specific temple dedicated to your chosen power. 
You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith. 
While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. 
Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.
Suggested Equipment: Holy symbol, flask of holy water, ink, ink pen, paper (ten sheets), vestments, 3GP, 9SP, 8CP.
Thug
Years of being a street tough have given you an aura of menace. 
Your look communicates a basic message to those who annoy you: You’d as soon break their knees as receive an apology. 
Threats and bullying tactics come easily to you. 
Your demeanor has landed you jobs with less-­than-­reputable organizations in the past, where you’ve provided both protection and muscle.
Skill Proficiencies: Intimidation, Athletics
Trait — Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. 
When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Suggested Equipment: Sap (equivalent to club), tattoo, half of a set of manacles, common clothes, 28GP, 4SP.
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creativerogues · 7 years
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Homebrew Subraces: Genasi
Storm Genasi
Purple skinned genasi with silvery szuldar and most commonly a crown of crystalline silver spikes coming from the head.
Ability Score Increase: Your Dexterity score increases by 1.
Lightning Resistance: You have resistance to Lightning damage.
Promise of Storms: You know the Thunderclap cantrip. Once you reach 3rd level, you can cast the Thunderwave spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. 
Plague Genasi
With skin the color of dried blood these genasi are marked by their unusual black szuldar and rust-like flakes that emanate from their scalp.
Ability Score Increase: Your Constitution score increases by 1.
Plaguebearer: You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
Mantle of Pestilence: As a Bonus Action, you emanate an aura of sickness in a 10 foot radius. Any enemy that ends its turn in your aura takes 5 poison damage.
This Aura lasts for 1 minute. It ends early if you are knocked Unconscious or become Incapacitated.
Variant Plague Genasi
Plaguebearer: You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
Ill Caller: You know the Infestation cantrip. Once you reach 3rd level, you can cast the Ray of Sicknessspell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Void Genasi
With near-black skin and even darker szuldar, these genasi actually cast a shadow of darkness from atop their head.
Ability Score Increase: Your Wisdom score increases by 1.
Haunted Mind: You have resistance to Psychic damage.
Void Assumption: As a Bonus Action, you cease to exist and can take no actions until the start of your next turn. You have line of sight to no creature, and no creature has line of sight to you. 
At the start of your next turn, you re-appear in the unoccupied space of your choice within 60 feet of the place you left.
Variant Void Genasi
Haunted Mind: You have resistance to Psychic damage.
Voidchild: You can cast the Darkness spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Para-Genasi
By far the most common breeds of genasi are those descended from the four primary elements of air, earth, fire, and water. 
Slightly less common are para-genasi, descended from the mixed blood of two types of elemental outsiders. 
For example, if the daughter of a mortal and an efreeti has a child with a djinni, that child's descendants might include smoke para-genasi as well as fire and air genasi. 
Because such unions are less common than those that create the standard genasi, however, para-genasi are comparatively rarer than the four genasi described in texts.
Dust Para-Genasi
Dust para-genasi tend to be morbid and sarcastic. 
They are most often neutral, but many of them have a slightly chaotic bent. 
They are pale and gaunt, with hollow cheeks and dark circles under their eyes.
They usually have at least one or two traits that hint at their ancestry, such as perpetually dry skin or a cloud of dust that clings to them wherever they go. 
They almost always dress in black, and more often than not they wear funeral garb, even when such garb would be highly inappropriate.
Ability Score Increase: Your Dexterity score increases by 1. 
Breathless: Dust para-genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison). 
You can hold your breath indefinitely while you’re not incapacitated. 
Dust and Gales: You can cast the Dust Devil spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Ice Para-Genasi
Ice para-genasi are cold, emotionless beings. 
Like most genasi, they tend toward neutrality. 
They appear human, but their features are often sharper and more chiseled than normal, and their skin is paler than the norm for their race. 
In addition, they have one or two minor supernatural traits that hint at their heritage, such as breath that frosts in even the hottest weather or frost-caked hair. 
They prefer loose, light clothing in whites and pale blues, even in cool climates.
Ability Score Increase: Your Wisdom score increases by 1.
Cold Resistance: You have resistance to Cold damage. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Chilled Soul: You can cast the Chill Metal spell (Described Below) once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Chill Metal
2nd Level Transmutation
Casting Time: 1 action
Components: V, S, M (A piece of iron)
Range: 60 ft
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to become ice cold. 
Any creature in physical contact with the object takes 2d8 cold damage when you cast the spell. 
Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. 
If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Magma Para-Genasi
Ponderous but powerful, magma para-genasi combine many of the traits of their earthen and fiery ancestors. 
Like all para- genasi, they tend toward neutrality. 
They are usually short and stocky, sometimes to the point of resembling tall dwarves. 
They usually have dark skin, and they typically possess traits that mark them as unusual, they might have a reddish glow to their skin or eyes, feel unusually hot to the touch, or have hair that ripples like fire. 
They tend toward simple, utilitarian clothes, which often seem disturbingly close to smoldering.
Ability Score Increase: Your Strength score increases by 1.
Fire Resistance: You have resistance to fire damage.
Volcanic Touch: You can cast the Heat Metal spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Smoke Para-Genasi
Smoke para-genasi seem crude and lazy. 
They tend toward neutrality, like all genasi. 
Smoke para-genasi are tall and lanky, reflecting their heritage of air and fire. 
They tend to have dark skin and hair, and like other genasi have one or two unusual traits, such as hair that billows like clouds of smoke or the faint whiff of something burning clinging to them. 
They prefer loose clothing in dark colors and heavy fabrics.
Ability Score Increase: Your Dexterity score increases by 1.
Body of Embers: Your body is naturally adapted to hot climates and extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
Hand of Smoke and Smolder: You know the Control Flames cantrip. Once you reach 3rd level, you can cast the Fog Cloud spell once with this trait as a 1st-level spell, this fog cloud appears as a seeming ever-lasting cloud of smoke.
You regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
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creativerogues · 7 years
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Roll A Complete Character!
HAPPY JANUARY 1ST EVERYBODY!
What’s a better way to start 2018 than sitting around a table, rolling dice, and coming up with some brand new Characters, with the potential to do anything!
With help from the Amazing CreativeRogues Community, we’ve created a Set of Tables you can use for Creating Your New Character!
Using these Tables, you can Roll for your Character’s Race, Subrace, Class, Subclass, Alignment, Background and Ability Score Array!
So All You Have To Do Is Sit Back And Roll Some Dice While Enjoying The New Year’s Festivities!
Race & Subrace: ROLL 1D30
1. Aasimar (Roll 1d4: 1 = Protector Aasimar, 2 = Scourge Aasimar, 3 = Fallen Aasimar, 4 = Roll Again)
2. Bugbear
3. Metallic Dragonborn (Roll 1d6: 1 = Gold, 2 = Bronze, 3 = Brass, 4 = Silver, 5 = Copper, 6 = Roll Again)
4. Chromatic Dragonborn (Roll 1d6: 1 = Red, 2 = Blue, 3 = Green, 4 = White, 5 = Black, 6 = Roll Again)
5. Dwarf (Roll 1d4: 1 = Duergar Dwarf, 2 = Hill Dwarf, 3 = Mountain Dwarf, 4 = Roll Again)
6. Elf (Roll 1d4: 1 = High Elf, 2 = Wood Elf, 3 = Dark Elf (Drow), 4 = Roll Again)
7. Firbolg
8. Genasi (Roll 1d4: 1 = Air Genasi, 2 = Earth Genasi, 3 = Fire Genasi, 4 = Water Genasi)
9. Gnome (Roll 1d4: 1 = Forest Gnome, 2 = Rock Gnome, 3 = Deep Gnome, 4 = Roll Again)
10. Goblin
11. Goliath
12. Half Elf (Roll 1d6: 1 = Half Aquatic Elf, 2 = Half Wood Elf, 3 = Half Dark Elf, 4 = Half Moon Elf, 5 = Half Sun Elf, 6 = Roll Again)
13. Half-Orc
14. Halfling (Roll 1d4: 1 = Ghostwise Halfling, 2 = Lightfoot Halfling, 3 = Stout Halfling, 4 = Roll Again)
15. Hobgoblin
16. Human (Roll 1d4: Odd = Human, Even = Variant Human)
17. Kenku
18. Kobold
19. Lizardfolk
20. Orc
21. Tabaxi
22. Tiefling (Roll 1d6: 1 = Feral, 2 = Devil's Tongue, 3 = Hellfire, 4 = Winged, 5 = Common Tiefling, 6 = Roll Again)
23. Tortle
24. Triton
25. Yuan-Ti Pureblood
26 - 30. Roll Again
Class & Subclass: ROLL 1D12
1. Barbarian (Barbarian Path - Roll 1d6: 1 =  Berserker, 2 = Totem Warrior, 3 = Ancestral Guardian, 4 = Storm Herald, 5 = Zealot, 6 = Roll Again)
2. Bard (Bardic College - Roll 1d6: 1 = Glamour, 2 = Lore, 3 = Swords, 4 = Valor, 5 = Whispers, 6 = Roll Again)
3. Cleric (Cleric Domain - Roll 1d12: 1 = Arcana, 2 = Death, 3 = Forge, 4 = Grave, 5 = Knowledge, 6 = Life, 7 = Light, 8 = Nature, 9 = Tempest, 10 = Trickery, 11 = War, 12 = Roll Again)
4. Druid (Druidic Circle - Roll 1d4: 1 =  Land, 2 = Moon, 3 = Dreams, 4 = Shepherd)
5. Fighter (Martial Archetype - Roll 1d8: 1 = Champion, 2 = Battle Master, 3 = Eldritch Knight, 4 = Arcane Archer, 5 = Cavalier, 6 = Samurai, 7 = Purple Dragon Knight, 8 = Roll Again)
6. Monk (Monastic Tradition - Roll 1d8: 1 = Open Hand, 2 = Shadow, 3 = Four Elements, 4 = Drunken Master, 5 = Kensei, 6 = Sun Soul, 7 = Long Death, 8 = Roll Again)
7. Paladin (Paladin Oath - Roll 1d8: 1 = Devotion, 2 = The Ancients, 3 = Vengeance, 4 = Conquest, 5 = Redemption, 6 = The Crown, 7 = Oathbreaker, 8 = Roll Again)
8. Ranger (Ranger Archetype - Roll 1d6: 1 =  Hunter, 2 = Beast Master, 3 = Gloom Stalker, 4 = Horizon Walker, 5 = Monster Slayer, 6 = Roll Again)
9. Rogue (Roguish Archetype - Roll 1d8: 1 = Thief, 2 = Assassin, 3 = Arcane Trickster, 4 = Inquisitive, 5 = Mastermind, 6 = Scout, 7 = Swashbuckler, 8 = Roll Again)
10. Sorcerer (Sorcerous Origin - Roll 1d6: 1 = Draconic Bloodline, 2 = Wild Magic, 3 = Divine Soul, 4 = Shadow Magic, 5 = Storm Sorcery, 6 = Roll Again)
11. Warlock (Otherworldly Patron - Roll 1d6: 1 = Archfey, 2 = Celestial, 3 = Fiend, 4 = Great Old One, 5 = Hexblade, 6 = The Undying)
12. Wizard (Arcane Tradition - Roll 1d10: 1 = Abjuration, 2 = Conjuration, 3 = Divination, 4 = Enchantment, 5 = Evocation, 6 = Illusion, 7 = Necromancy, 8 = Transmutation, 9 = War Magic, 10 = Roll Again)
Alignment: ROLL 1D10
1. Chaotic Good
2. Chaotic Neutral
3. Chaotic Evil
4. Lawful Good
5. Lawful Neutral
6. Lawful Evil
7. Neutral Good
8. True Neutral
9. Neutral Evil
10. Roll Again
Background: ROLL 1D30
1. Acolyte
2. Anthropologist
3. Archaeologist
4. Charlatan
5. City Watch / Investigator
6. Clan Crafter
7. Cloistered Scholar
8. Courtier
9. Criminal / Spy
10. Entertainer
11. Faction Agent
12. Far Traveler
13. Folk Hero
14. Gladiator
15. Guild Artisan / Guild Merchant
16. Haunted One
17. Hermit
18. Inheritor
19. Knight
20. Knight of the Order
21. Mercenary Veteran
22. Noble
23. Outlander
24. Sage
25. Sailor / Pirate
26. Soldier
27. Urban Bounty Hunter
28. Urchin
29. Uthgardt Tribe Member
30. Waterdhavian Noble
Ability Scores: ROLL 1D4
1. Standard Array (15, 14, 13, 12, 10, 8)
2. Good Array (16, 14, 12, 11, 10, 10)
3. Heroic Array (18, 16, 14, 12, 10, 10)
4. Epic Array (18, 17, 15, 14, 12, 10)
3K notes · View notes
creativerogues · 7 years
Text
Class Related Feats: 5th Edition!
Armor of Faith
Prerequisites: Cleric or Paladin Class, 5th Level
The favor of your deity wards you from harm. 
While you are neither wearing heavy armor or wielding a shield, you gain a +3 bonus to AC. 
Rampage
Prerequisites: Barbarian Class
Once per round, when you score a critical hit with a melee weapon attack, you can immediately make a melee weapon attack against the same creature as a bonus action. 
You do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Words of Friendship
Prerequisites: Bard Class, 5th Level 
You infuse your words with arcane power, transforming even the simplest speech into compelling oration.
Once per Long Rest, you can expend a use of your Bardic Inspiration to gain a +5 bonus to the next Charisma (Persuasion) or Charisma (Deception) check you make.
This bonus increases to +6 at 10th Level, and +7 at 15th Level.
Virtue of Valor
Prerequisites: Bard Class, College of Valor
Once per round, when an ally of you reduces an enemy to 0 hit points, and the ally is within 30 feet of you, you can take a bonus action to grant temporary hit points to the ally equal to 1 + your Constitution or Charisma modifier (whichever is higher).
Primal Guardian
Prerequisites: Druid Class
You may choose to use your Constitution or Wisdom modifier (whichever is higher) for determining AC while not wearing heavy armor.
Beast Empathy 
Prerequisites: Druid Class
You gain a +2 bonus to Charisma checks against beasts. 
You can communicate simple concepts and commands to such creatures, though they are under no compulsion to obey you. 
With a successful Insight check (DC determined by the DM), you can read a creature’s body language and vocalizations enough to understand basic messages from it.
Wilderness Tracker
Prerequisites: Druid Class
During a short rest, you can make a Wisdom (Perception) check (DC determined by the DM) to inspect the area around you. 
This area can be as large as 50 feet on a side. 
If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
Bloody Balance
Prerequisites: Paladin Class
While you are within 5 feet of an ally that is below half their hit point maximum, you gain a +2 bonus to damage rolls.
Black Flame Form
Prerequisites: Rogue Class, Arcane Trickster
The shadows nearby deepen as dark flames erupt from your body, enveloping and protecting you.
As a bonus action on your turn, you assume a dark, fiery form that lasts until you make an attack roll or until the end of your next turn. 
While in this form, you gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons, and any creature that hits you with a melee attack takes 1d6 fire damage. 
This feat's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Scales of the Dragon
Prerequisites: Sorcerer, Draconic Bloodline
The first time you are reduced to below half your hit point maximum during combat, you gain a +2 bonus to AC until the end of your next turn.
Storm’s Embrace
Prerequisites: Sorcerer, Storm Sorcery
When you roll a natural 20 on an attack roll for a spell attack or magical weapon attack, wind surges around you and your enemy. You can push the target 5 feet in a direction of your choice and then fly a number of feet equal to 5 x your Sorcerer Level, after applying the attack’s other effects.
Wild Soul
Prerequisites: Sorcerer, Wild Magic Sorcery, 5th Level
When you finish a long rest, roll a d10 to determine a damage type.
You gain resistance to that damage type until the end of your next long rest. 
While you have resistance to that damage type, your spells ignore any target’s resistance to that damage type.
d10 Damage Type
Acid
Cold
Fire
Force
Lightning
Necrotic
Poison
Psychic
Radiant
Thunder
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creativerogues · 7 years
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Most “Unique” D&D Characters...
What's a better way to end the Year, and start a New One, than sitting around a table, rolling dice, and coming up with some brand new Characters, with the potential to do anything!
But is your D&D character actually as unique as you think?
Perhaps you wanna be a little more "Unique" than the rest.
According to research & statistics & math & stuff... The Characters listed below are said to be the rarest race, class and archetype combinations in all of 5th Edition…
Scourge Aasimar Ranger (Beastmaster)
Aarakocra Paladin (Oathbreaker)
Green Dragonborn Druid of the Land (Coast)
Mountain Dwarf Sorcerer (Storm Sorcery)
High Elf Barbarian (Totem Warrior: Elk)
Water Genasi Oathbreaker Paladin
Deep Gnome (Svirfneblin) Paladin (Oathbreaker)
Goliath Wizard (School of Transmutation)
Half-Elf Barbarian (Totem Warrior: Tiger)
Ghostwise Halfling Paladin (Oathbreaker)
Half-Orc Wizard (School of Transmutation)
Human Druid of the Land (Swamp)
Tiefling Barbarian (Totem Warrior: Wolf)
Some of these combinations can be justified, since D&D Beyond released their set of Stats, which shows that Aasimar is the least played Race, which is surprising, considering all of these don’t say “Aasimar”.
Some of them are simply because Players pick the “Better” Archetypes, so of course the Archetypes people see as “The Bad Ones” are rare. 
Archetypes like the School of Transmutation Wizard, Totem Warrior Barbarian, Circle of the Land Druid, Beastmaster Ranger, and Oathbreaker Paladin are often overlooked because people see them as weaker than the other Archetypes...
As for Race and Class combinations, I think this is a mixture of those Players who pick the perfect Race & Class to compliment each other, and the Players who simply go for the Race & Class combos which are most common, tried-and-tested and approved by many.
This leaves Race & Class combos like Tiefling Barbarian, Half-Orc Wizard, and High Elf Barbarian, which many believe simple cannot work well together, to be left behind, to fade away into obscurity...
But perhaps with a New Year, You and Your Friends could sit around, and use these rather “Unique” Characters, and show that they CAN work together, and do it well.
(Side Note: I’ve Played both a Genasi Oathbreaker (Though they were a Fire Genasi) and a Half-Orc Wizard (Though it was for a Oneshot) and found them to be 100% GREAT at fulfilling their role in the party, in combat and in roleplay, so HA!)
And finally from all of us at CreativeRogues...
WE WISH YOU HAPPY NEW YEAR!
P.S. I’m surprised combinations like Pureblood Orc Wizard (because they get a -2 to Intelligence) or Kobold Barbarian (because they get a -2 to Strength) aren’t considered at least “Rare” by many people’s standards. 
And I’m surprised Races from Volo’s Guide, and Subclasses from Xanathar’s Guide, didn’t make this list.
I guess everyone is playing Tortles and Grungs now...?
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