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Solodice

Solodice


Posts : 1551
Join date : 2017-10-27
Age : 28

Custom DnD Setting Empty
PostSubject: Custom DnD Setting   Custom DnD Setting EmptyTue Jun 09, 2020 7:00 pm

Shocked

Oh no, here he goes again, with another setting Razz

Well, I already have an extensive sci-fi setting with mechanics, a post apoc setting with no mechanics (maybe one day it will), so why not a fantasy one, lol.

It actually wasn't so much that I needed a fantasy setting to round out my current ones but it all started with one image from Murcurie in the Pathfinder Pirate recruitment thread:

Custom DnD Setting Yu8qdjjqh0y21

Ideas starting sprouting up and I even got a thread started here but it felt half assed so I nuked it.

Then one day I watched the Lighthouse and that gave my muse a kick to expand on the bones of this setting. Funny how that works.

++++

This custom DnD setting is split up around specific regions of the world. Races and the classes/subclasses are built around it for thematic cohesion. Never been a big fan of oddball races or classes being shoehorned in games where they really don't have a thematic place or are really hard to justify.

First, all the races aren't standard DnD races. The only one that I have returning is humans. Everything else is something new or a analogues to one of the main DnD races.

Second, the technological level and themes aren't old world, swords, and magic. This setting is more industrial revolution, muskets, late age of sail, and magic.

++++

So the first region of the world I'm exploring is its great ocean. I haven't found a name for it yet but naming isn't super high on the list of the things to do.

Here the majority of races call this region home or are common crew for ships that traverse it. All the subclasses are based around the theme of them being a ship crew. All of them have a role that makes sense for serving on a fantasy sail ship that also has a steam engine.

The basic info of the region I have right now is that there was once a great Atlantis Empire that ruled under the the waves. 4 of the races were apart of this empire. This ancient empire plays a big part in the region and some of themes around it. Then there's the islands, the great powers of the world exploiting the region for resources and protecting their trade routes, and the scars of a decade long world war that has only been over for 2 years.

Lets get to the races though:

Humans: The touchstone for players but also one of the dominant races of the world. Hardly homogenized and fractured across multiple powers and factions. DnD likes to present humans are adaptable and I took that a step further making humans extremely adaptable and flexible mechanically. They might not be the strongest, the best with magic, but they can easily be a jack of all trades.

Racial Ability
Ability Score Increase: +1 to All Abilities
Extremely Adaptable: Once per session a human character can select a skill, weapon, or tool to become proficient in for that session.
Extra Language: A human character begins play with one extra known language that you can speak, read, and write.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Language: You speak, read, and write Common.

Kaeman: Hailing from the Great Delta located near the frontier lands of the world the Kaeman are crocodile like bi-pedal creatures. They live in clans (big and small) across the Great Delta. 2 of the clans that call the mouth delta home are sea faring and were the first Kaeman to come into contact with other races of the planet especially from what I'm calling the mainland. Kaeman are strong, crafty, and have a pension for being stealthy hunters in water.

Racial Ability:
Ability Score Increase and Decrease: +2 Constitution, +1 Intelligence, -2 Dexterity
Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fury of the Clans: Whenever you take damage from an enemy your attack roll increases by +1. This stacks for everytime you receive damage (max: +4).
Hold Breath: You can hold your breath for up to 15 minutes at a time.
Natural Armor: Your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Swamp Stalker: Your begin play proficient in Stealth. When in water your Stealth proficiency increases by +2.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Size: Kaeman are tall and muscular reptiles standing between 7 and 8 feet tall and weigh between 200 and 300 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Language: You speak, read, and write Common and Kae.

Atlantian: The descendants of the great Atlantian people and their empire. However, modern Atlantian's have as much connection to their empire as humans in the modern era have with the Roman Empire. In the current time Atlantians are part of a massive diaspora that has seen many of them join other powers or form small tribes in the ruins under the water since the fall of their empire. Many are just nomads moving from once place to another and using their expert trading skills (an inherited trait from their ancestors) to make a living. Atlantians are not human in form. They're lanky amphibians with webbed feet and hands. They are fantastic swimmers.

Racial Ability:
Ability Score Increase: +1 Strength, +1 Wisdom, +1 Charisma
Amphibious: You can breathe air and water.
Deep Water Resistance: You ignore any of the drawbacks caused by a deep, underwater environment.
Nomadic Life: Choose two of these skills to be proficient in at the beginning of play: Survival, Insight, Medicine, Nature, History
Merchant: You never suffer from disadvantage when bartering or making a deal.
Size: Atlantian’s are between 6 and 7 feet tall and weigh between 140 and 200 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet, and you have a swimming speed of 40 feet.
Language: You can speak, read, and write Common. You can speak Ancient Atlantian.

Carch: Once a subject race of the Atlantian Empire. Carch were used as berserkers, enforcers, and front line chaff by the Atlantians. Much like the Atlantians themselves after the fall their was a diaspora with the Carch. However, they formed much bigger and cohesive groups than the Atlantians. Many of these were raider groups that plundered above and below the waves. It was a call back to their time before being subjugated by the Atlantians. Carch are bi-pedal shark like creatures in appearance. Smooth thick skin, pupil-less eyes, webbed feet and hands, and power jaws lined with hundreds of sharp teeth.

Racial Ability:
Ability Score Increase: +2 Dexterity
Amphibious: You can breathe air and water.
Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Blood Frenzy: Whenever you successfully damage a creature or an ally does so within 10 feet of you are able to take a Dash action as a bonus action, add +2 to all damage rolls, gain advantage on Constitution saving throws, but you can’t take the dodge or disengage actions for the whole combat encounter. To resist a Blood Frenzy you must make a Wisdom saving throw against DC 12.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Deep Water Resistance: You ignore any of the drawbacks caused by a deep, underwater environment.
Raider: You ignore difficult terrain.
Menacing: You are proficient in the Intimidation skill.
Size: Carch stand between 5 and 7 feet tall and weigh between 180 and 270 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Language: You speak, read, and write Common. You can speak Ancient Alantian.

Onnen: A sea faring people that has settled upon countless islands. Incredibly tribal and war like. They commit as much violence against one another as they do against the other races. Old tales and ancient drawings show that the Onnen were not great friends with the Atlantian Empire. Multiple battles against forces rising out of the waves and descending upon their villages. It's of a discussion that the Atlantians looked to subjugate the Onnen but were never successful. Onnen are large, incredibly muscular, with a red skin color that varies in tone. A good reference for them would be oni bit without the horns.

Racial Ability:
Ability Increase and Decrease: +2 Strength, +1 Constitution, -1 Charisma
Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Onnen Weapon Training: You are proficient with an Onnen War Club, Carch Tooth Blade, Deadwood Paddle, and Great Shell Shield.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
War Dance: As an action and to a target within 15 feet you force them to make a Constitution saving throw (DC 8 + your proficiency bonus + your strength bonus). If it is a failure they enter they are frightened of you until they pass a Constitution saving throw. If successful any further attempts to use War Dance on them they gain advantage on their Constitution saving throws.
Size: Onnen stand between 7 and 8 feet and weigh from 280 to 400 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Language. You can speak, read, and write Onaku. You can speak Common.

Va'Nuth: The Va'Nuth are not native to the ocean region. Their homeland, Dreadlands, borders it and possesses once of the strongest navies in the world. However, the Dread Fleet and the Dreadlands are not seen in a positive light across the world. Not all Va'Nuth call the Dreadlands home. Some have fled or were born across conclaves located outside of the Dreadlands. They deal with a lot of prejudice but once thing that all conclave Va'Nuth have in common is their hate for the Dreadlands like everyone else. Va'Nuth are tall, have long limbs, and are incredibly pale.

Racial Ability:
Ability Increase and Decrease: +2 Wisdom, +1 Intelligence, -1 Strength
Dreadland Legacy: You have disadvantage on Deception, Performance, and Persuasion checks against races that are not your own. You have advantage on Intimidation checks against races that are not your own.
Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Magic Resistance: You have advantage on all saving throws against magic attacks or influences. You have resistance against friendly magical healing.
Menacing: You are proficient in the Intimidation skill.
Size: Va’Nuth are between 6 and 7 feet tall and weigh between 170 and 260 pounds. Your size is Medium.
Speed: Your base walking speed is 35 feet.
Languages: You can speak, read, and write Common and Nausfau.

Acheron: Another subjugated race of the Atlantian Empire and what many believe to be the first. Acheron became the common soldiers and laborers of the empire after the Atlantians instilled them with a warrior/hard working culture that harnessed their apex hunter instincts. After the fall the Acheron ended up the most disjointed and spread out. Some became sell swords, others joining the great powers, and some going back into solidarity deep sea hunters.  

Racial Ability:
Ability Score Increase: +1 Strength, +1 Dexterity, +1 Constitution
Amphibious: You can breathe air and water.
Claws: Your climbing speed is 20 feet. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Deep Water Resistance: You ignore any of the drawbacks caused by a deep, underwater environment.
Killer Instincts: Before combat begins you may roll a D4. Whatever you rolled is now added to your proficiency bonus, AC, and initiative. After combat has ended you may not use this ability until you finish a short rest or long rest.
Natural Athlete: You have proficiency in the Athletics skill.
Size: Acheron stand between 5 and 6 feet tall and weigh between 200 and 250 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Languages: You speak, read, and write Common. You can speak Ancient Atlantian.

Legionite: The Legionites are based around their companies that are for all intents and purposes are mercenary companies. These companies existed back when they had a homeland and have become even more important after the fall of their homeland to Nausferatu. They settled into their new lands of the great powers and continue to practice being exceptional troops for hire with many of the those great powers they settled in having them on contract. Not all are soldiers within the ranks of the company. A good company also has a good number of support troops that go out on campaign and are also put out on contract. Legionites aren't native to the ocean region but they are common crew among ships that traverse it. Legionite are human in appearance but they have large jaws, beady eyes, are mostly bald, and an instilled military tradition and discipline pounded into them since birth.

Racial Ability:
Ability Score Increase and Decrease: +3 Constitution, -1 Intelligence, -1 Wisdom
Art of War: You are proficient in martial weapons, cook’s utensils, game set of choice, and vehicles (land).
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Martial Discipline: You are immune to the Frightened condition, gain +20 to Constitution checks to avoid exhaustion as part of a forced march, standing up from prone doesn’t require any movement, short and long rests times are reduced by half.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Size: Legionite’s stand between 6 and 7 feet tall and weigh between 200 and 300 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Language: You speak, read, and write Common and War Signals.

Hykenna: A race hailing from the frontier lands. The Hykenna are gnoll subspecies that has formed into large tribes and have become the dominant gnoll species in their controlled territories. Hykenna are known for their great artisan skills and teamwork born from their pack hunting instincts. Recently many Hykenna have found themselves the victims of colonization and becoming subjects to outside powers. Some have sought out new paths in the old world but many serving upon ships are unwilling colonial subjects.

Racial Ability:
Ability Score Increase and Decrease: +2 Wisdom, +2 Charisma, -2 Constitution
Ancestral Might: You call upon your great ancestors to provide you with wisdom and knowledge. As an action you double your proficiency bonuses in any Wisdom and Intelligence skills you are proficient in for 1 minute. You may not use this ability again until you complete a long rest.
Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Deceptive Agility: For a single round during combat you can take a Dodge action as a bonus action. You can use this trait only once per combat.
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Size: Hykenna stand between 4 and 5 feet tall and weigh between 100 and 180 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Language: You speak, read, and write Gnollish. You can speak Common.

Myrmidon: Myrmidons hail from their colonies found back on the mainland. Many of these colonies have either become fully integrated into the great powers or as semi-autonomous entities. There are still fully independent colonies but they are rare. They are bi-pedal insectoids that have four arms. Their colonies are large mining operations that have seen them hollow out whole mountains and for some of the largest colonies multiple mountains. Myrmidons are incredibly hard working, have unnatural senses and resilience to damage, and posses a unique trait which is telepathic thought letting them communicate with the use of word to those that can understand them. Many attacks on a Myrmidon colony have been met by these creatures that fight and coordinate in complete silence. While not native to the ocean region they are common ship crew. Myrmidons looks like upright ants and their shells come in the colors of their colony they hail from. Some also paint their shells to identify themselves a member of a certain group like a mercenary company.

Racial Ability:
Ability Score Increase and Decrease: +2 Strength, +2 Intelligence, -1 Dexterity, -1 Charisma
Extra Limbs: You can hold additional weapons, shields, or other items thanks to your four limbs. This does not grant you any additional attacks or the ability to benefit from more than one shield or weapon with the defensive property. You can only hold one weapon with the "two-handed" property.
Unnatural Senses: You have Blindsight (40 Feet), Darkvision (60 Feet), and Truesight (20 Feet).
Impossible Resilience: You have resistance to all damage types.
Natural Armor: Your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Telepathic Thought: You can telepathically speak to all creatures within 30 feet or a single creature within 60 feet of you.
Size: Myrmidons stand around 5 feet tall and weigh around 250 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet, and you have a climbing speed of 15 feet.
Language: You can read, write, and speak Myrm-klek and Common. You can telepathically speak Common and Myrm-klek.

Ratling: Co-inhabitants of Myrmidon colonies Ratlings have taken very well to urbanization that has taken place in many of the cities in the mainland. So much so that Ratlings in a Myrmidon colony is a rare sight these days with many of them migrating to the cities. Ratlings are small and cunning creatures that are unfairly represented as nothing but thieves and scoundrels. Ratlings took to being ship crew as well as they did to the cities... very well. One or more Ratlings families might have even served upon a ship for decades with each new generation becoming crew members.

Racial Ability:
Ability Score Increase and Decrease: +3 Dexterity, -1 Constitution, -1 Strength
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Disease Immunity: Ratlings are immune from getting sick from natural or unnatural sources. They have resistance to poison damage.  
Scavenger: On a successful DC 14 Survival check you find any adventuring gear and/or food worth up to a total of 10 gp.
Sneak Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Size: Ratlings stand between 3 and 4 feet tall and weigh between 40 and 60 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Languages: You can read, speak, and write Common.

Promethean: The last of subjugated races of the Atlantian Empire. Promethean's one can say were subjugated but breed for one thing: to be a living war machine. Massive in size and having the ability to morph their upper limbs from an integrated catalogue of weapons further reinforced this idea of them being bred for war. They were mainly used as assault troops to tear into fortifications or ram into enemy lines. They however were not unthinking automatons. Promethean's were thinking and breathing creatures and were intelligent. They knew what they were and knew what they were designed to do. After the fall many Prometheans followed the same paths of the Acheron. Some went feral and stalk the depths looking for their next meal. Prometheans are hulking bi-pedal crab like creatures with thick slabs of chitinous armor covering their while bodies.

Racial Ability:
+3 Strength, -2 Charisma, -2 Intelligence,
Alien Nature: Your alien physiology sets you apart from humanoids. The following rules apply to all promethean characters:
You only require one gallon of water per week.
You don't sleep and only need 4 hours of light activity in order to gain the benefits of a long rest.
You cannot wear any armor or use items specifically designed for humanoid forms, like most clothing.
You have disadvantage on Wisdom (Animal Handling), Charisma (Deception), and Charisma (Persuasion) checks when interacting with non-Prometheans.
For all game purposes, you are considered to be a monstrosity.
Amphibious: You can breathe air and water.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Deep Water Resistance: You ignore any of the drawbacks caused by a deep, underwater environment.
Infused Weaponry: You can not wield normal weaponry. Instead you have two limbs that can morph into a particular weapon (see promethean weapons). Once per day you select which weapons your limbs have morphed into.
Living Battering Ram: You can not be knocked prone nor can your movement be slowed by obstacles. You have advantage on saving throws when you are trying to be involuntarily moved.
Natural Armor: Your AC is 15 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Size: Prometheans stand between 10 and 12 feet tall and weigh around 2,000 pounds. Your size is Large.
Speed: Your base walking speed is 30 feet, and your swimming speed is 20 feet.
Language: You speak Ancient Atlantian.

Will post up the classes/subclasses tomorrow but the races should give a good idea of this region of the world.
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Solodice

Solodice


Posts : 1551
Join date : 2017-10-27
Age : 28

Custom DnD Setting Empty
PostSubject: Re: Custom DnD Setting   Custom DnD Setting EmptyFri Jun 19, 2020 5:00 pm

Time for the classes. Some of these I've worked out mechanics for but for this I'll just keep them as simple descriptions of what they are or what I want them to be.

I'll split this up covering two classes at a time. Less wall of text and easier on my fingers Razz

Barbarian

Rune Raider: Runes are kind of a lost art form in this world. However, those that know how to make them or in the rune raiders case, find them, they can become very powerful. Rune raiders are deadly mystical combatants.

This is a barbarian subclass based around magical abilities granted by runes. The rune raider basically gets the Leviathan Axe from God of War, runic tattoos granting special abilities, and eventually being able to summon up to four spirits to fight for/with them.

Sea Dog: Sea dogs are ship boarding specialists. Vicious, hard to hit, and they never fight fair.

A more basic barbarian subclass. Built around being staying mobile so they're hard to hit, have access to a set of dirty fighting moves, and causing chaos in melee.

Bard

College of Battle Trance: Drummer boys, trumpeters, or war horn blowers that now have a magical twist to them.

College of Battle Trance bards are trained for war and get access to medium armor and weapon training they don't normally come with. They're beginning abilities are based around calls to battle. Things like making Dash a bonus action, being able to let characters don armor instantly, or reducing loading time on ranged weapons. They can also use an ability later that can make a creature immune to the frightened and paralyzied conditions and reduces all damage. Lastly a custom set of spells that come from legendary battle trance bards.

College of Far Thought and Song: Communication specialists that take advantage of magical communication skills to transmit and receive communications over long distances. They are kind of like astropaths from 40k.

They begin with a bunch of communication spells that they can cast as a bonus action and they don't take up spell slots. Then they have a support ability that lets them double the distance of duration of their own spell or an allies. A individual ability that makes anyone trying to using influencing magic on their mind a bad idea. Finally they gain the ability where no matter the environmental or magical condition their voice can't be silenced and it can travel up to 100 feet and can pass through solid objects.
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