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TOPIC | Forum DnD Game Character Creator
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@Littlesmallguy @TheRedPaladin @Mersinia @RajingDragon @riverbubbletea
and anyone else coming across this thread that would like to join

Welcome Players! Lets go ahead and clarify more precisely how this game will be played, adjustments will be made as necessary, but we will start out like this:

Every Monday (barring holidays since I and others are less likely to be on) A session thread will be created, and you will all be tagged. The initial post on the thread will contain some kind of choice that must be made or puzzle that must be solved, for example the session one thread will be choosing your first mission from the guild hall quest board. Everyone will be given until that Friday to reply, deciding what they want to do both individually and collectively (i.e. The cleric would like to go pray at the temple for a safe journey before leaving town, the druid goes and collects some seeds to take along and the party picks mission 2) I will be active the entire week on the thread (barring any unforeseen circumstances or holiday interruptions) to answer questions and expand on individual actions (i.e. the cleric goes to the temple to pray, there they meet with the high priest who asks them to take a holy symbol with her and create a shrine to their god; the druid goes to fetch seeds, they are followed by a songbird that keeps attempting to eat the seeds the druid is collecting) The players can reply to this to continue expanding on the things they are doing individually but it will not be required, it's just to be sure everyone is able to interact with the world as much as they like. The amount of time given for each scenario may be adjusted if it seems like it isn't working but I think a week seems like a good starting point.
@Littlesmallguy @TheRedPaladin @Mersinia @RajingDragon @riverbubbletea
and anyone else coming across this thread that would like to join

Welcome Players! Lets go ahead and clarify more precisely how this game will be played, adjustments will be made as necessary, but we will start out like this:

Every Monday (barring holidays since I and others are less likely to be on) A session thread will be created, and you will all be tagged. The initial post on the thread will contain some kind of choice that must be made or puzzle that must be solved, for example the session one thread will be choosing your first mission from the guild hall quest board. Everyone will be given until that Friday to reply, deciding what they want to do both individually and collectively (i.e. The cleric would like to go pray at the temple for a safe journey before leaving town, the druid goes and collects some seeds to take along and the party picks mission 2) I will be active the entire week on the thread (barring any unforeseen circumstances or holiday interruptions) to answer questions and expand on individual actions (i.e. the cleric goes to the temple to pray, there they meet with the high priest who asks them to take a holy symbol with her and create a shrine to their god; the druid goes to fetch seeds, they are followed by a songbird that keeps attempting to eat the seeds the druid is collecting) The players can reply to this to continue expanding on the things they are doing individually but it will not be required, it's just to be sure everyone is able to interact with the world as much as they like. The amount of time given for each scenario may be adjusted if it seems like it isn't working but I think a week seems like a good starting point.
Check out
Show Me Your Best Dragon!
FR time +2
Character Creation!

Race: If there is a race you would like to play that is not listed, in your initial post to this thread list that race then a race from this list as your second choice, if I decide the race you chose is playable I will give it racial abilities, if not you will play your second choice race selected from the following

Disclaimer - These racial abilities have been adjusted to better fit with the simpler game mechanics

Dragonborn- racial abilities:
Health +50
Breath Weapon (You can breath a line of acid, lightning or fire, or a cone of fire poison or cold twice a day)
Scales (You are resistant to the type of damage of your breath weapon)

Dwarf-racial abilities:
Health +50
Darkvision (You can see in the dark, but cannot discern color)
(Dwarven Resilience (You are resistant to poison)

Elf- racial abilities:
Health +30
Darkvision (You can see in the dark, but cannot discern color)
Fey Ancestry (You cannot be magically charmed or put to sleep)

Gnome- racial abilities:
Health +30
Darkvision (You can see in the dark, but cannot discern color)
Gnomish Cunning (You cannot be charmed or frightened by magic)

Halfling- racial abilities
Health +30
Lucky (Once a day you can either choose to succeed at something you have no skill in, i.e., lock picking, moving something heavy, using a weapon you aren't trained with etc., or you may use your luck to find better loot when searching a room, a body etc.)
Halfling Nimbleness (You can fit through small openings and move easily in tight spaces)

Half-Orc
Health +50
Darkvision (You can see in the dark, but cannot discern color)
Menacing (You are very intimidating)

Human- racial abilities
Health +30
Human Charm (You are very charming to non-humans)
Human Versatility (You pick up new skills quickly)
Character Creation!

Race: If there is a race you would like to play that is not listed, in your initial post to this thread list that race then a race from this list as your second choice, if I decide the race you chose is playable I will give it racial abilities, if not you will play your second choice race selected from the following

Disclaimer - These racial abilities have been adjusted to better fit with the simpler game mechanics

Dragonborn- racial abilities:
Health +50
Breath Weapon (You can breath a line of acid, lightning or fire, or a cone of fire poison or cold twice a day)
Scales (You are resistant to the type of damage of your breath weapon)

Dwarf-racial abilities:
Health +50
Darkvision (You can see in the dark, but cannot discern color)
(Dwarven Resilience (You are resistant to poison)

Elf- racial abilities:
Health +30
Darkvision (You can see in the dark, but cannot discern color)
Fey Ancestry (You cannot be magically charmed or put to sleep)

Gnome- racial abilities:
Health +30
Darkvision (You can see in the dark, but cannot discern color)
Gnomish Cunning (You cannot be charmed or frightened by magic)

Halfling- racial abilities
Health +30
Lucky (Once a day you can either choose to succeed at something you have no skill in, i.e., lock picking, moving something heavy, using a weapon you aren't trained with etc., or you may use your luck to find better loot when searching a room, a body etc.)
Halfling Nimbleness (You can fit through small openings and move easily in tight spaces)

Half-Orc
Health +50
Darkvision (You can see in the dark, but cannot discern color)
Menacing (You are very intimidating)

Human- racial abilities
Health +30
Human Charm (You are very charming to non-humans)
Human Versatility (You pick up new skills quickly)
Check out
Show Me Your Best Dragon!
FR time +2
Class: Again if there is a class you would like to play that is not listed, in your initial post to this thread list that class then a class from this list as your second choice, if I decide the class you chose is playable I will give it abilities, if not you will play your second choice class selected from the following

Disclaimer - These class abilities have been adjusted to better fit with the simpler game mechanics

Barbarian: The class with the most health, a frontline fighter that can take a hit, very strong, not usually so smart
Health +70
Armor- You may not use armor but you may use a shield
Weapons - You can use any melee weapon
Abilities:
Rage (You become stronger, You hit harder with melee weapons, and you are resistant to damage from non magical weapons, at level one you can activate this an amount of times equal to your level per day)
Unarmored Defense (Your skin is tough, while not wearing armor you have the ac of light armor at level 1,medium armor at level 5, and heavy armor at level 10)
Danger Sense (at level 2, you have an uncanny sense when things aren’t right, such as a trap is about to go off, or you are about to be ambushed)
Specialized Ability, at level 3, pick one from the following:
  • Ancestral Protectors (When you activate rage, the spirits of your ancestors manifest to protect you, enemies will have a harder time hitting you)
  • Form of the Beast (When you activate rage, you gain the teeth, claws, or tail of a beast that you can use to attack more viciously)
  • Frenzy (When you activate rage, you become frenzied, attacking enemies twice as fast, when rage ends you become tired and must rest)

Bard: A magic user and a performer, usually the one who talks for the party in delicate situations because they are very charismatic.
Health +40
Armor- You may use light armor
Weapons- You may use swords and bows
Abilities:
Music (You can play musical instruments)
Charm/Illusion Magic (You can cast magic that makes other people friendlier towards you and your allies, this ability will become stronger at level 5 and level 10)
Bardic Inspiration (You can use your magic to bolster your allies, helping them land a strike on a powerful enemy or succeed at a difficult task, you can use this ability an amount of times equal to your level per day)
Jack of All Trades (at level 2 you have a chance at succeeding at anything you try)
Song of Rest (at level 2 you can play music to heal your allies an amount of times per day equal to your level -1)
Specialized Ability, at level 3, pick from one of the following:
  • Unsettling Words (You can use one of your inspirations to target an enemy, making them less likely to hit you allies or succeed at a task)
  • Mantle of Inspiration (You can use one of your inspirations to give yourself a wondrous appearance, giving all of your allies an extra attack)
  • Fighting Flourish (You gain the ability to use medium armor, and you can use one of your inspirations to gain an extra attack with your sword)
  • Words of Terror (You may use one of your inspirations to cause a creature to become afraid of you)

Cleric: The holy healer, dedicated to a god and user of magic, knows a lot about religion and usually very wise.
Health +40
Armor- You may use medium armor and shields
Weapons- You may use blunt melee weapons and bows
Abilities:
Divine Magic (You can use magic to heal, protect, or strengthen yourself or your allies, this ability will become stronger at level 5 and level 10)
Divine Patron, at level 1 pick one of the following:
  • War (You worship a god of war, you may use heavy armor and any melee weapon, you may also use your magic to attack)
  • Peace (You worship a god of peace, you may use musical instruments, you may also use your magic to charm enemies)
  • Light (You worship a god of light, you may use your magic to illuminate dark places, including places that are magically dark)
  • Darkness (You worship a god of darkness, you gain darkvision if you did not already have it and you may use your magic to extinguish light from flames or magic)
Turn Undead (at level 2 you may channel your divine power to cause every undead that can see you to run away in fear, you may use this ability once a day.)

Druid: A magic user, also very wise but with a focus on nature and their magic doesn’t come from a deity, but from nature itself.
Health +40
Armor- You may use light armor and shields
Weapons- You may use staffs and slings
Abilities:
Nature Magic (You can use your magic to manipulate the forces of nature, this ability will become stronger at level 5 and level 10)
Herbalism (You have an innate knowledge of plants and their properties)
Wild Shape (at level 2, you can transform into an animal you have seen before, you cannot cast spells while in this form, the animal must be small or tiny and must not be able to fly or swim. At level 4 you may transform into a medium sized animal or smaller, but it must not have a fly speed, at level 8 you may transform into a large or smaller animal you may use this ability twice a day)
Specialized Ability, at level 2 pick one of the following:
  • Healer (You may use your magic to heal)
  • Shape changer (You may use wild shape to transform into medium animals that cannot fly or swim, at level 4 you may transform into large animals that may not fly, at level 8 you may transform into huge animals)
  • Animal Friend (You can speak to animals and spirits)
  • Summoner (You can use wild shape to conjure an elemental spirit, it is friendly to you and your allies, can fly, can converse with you, can deal elemental damage according to its element type, and is immune to damage of its element type)

Fighter: A strong and Dexterous front line warrior, can wear any armor and use any weapon.
+60
Armor- You can wear heavy armor and use shields
Weapons- You can use any weapon
Abilities:
Fighting Style, at level 1 pick one of the following:
  • Blind Fighting (You can sense any enemy within 10 feet of you regardless of whether or not you can see them)
  • Interceptor (You may use your shield to protect an ally from enemy attacks, you must remain next to the ally)
  • Timed Strike (By allowing an enemy to hit you in melee combat, you can take them out in one blow with a well aimed close quarters attack)
Second wind (You can heal yourself once a day)
Action surge (at level 2, you attack twice as fast once a day)
Specialized Skill, at level 3, pick one of the following:
  • Rallying Cry (When you use your second wind, you heal your allies as well)
  • Born to the Saddle (You are an excellent rider)
  • Echo Manifest (You can summon an illusory duplicate of yourself to confuse and distract your enemies)
  • Eldritch Weapon Bond (Your weapon is bound to you and cannot be taken from you against your will or lost, you may switch this bond to a new weapon once a day)

Monk: Wise and Dexterous, can fight up close or at a distance and doesn’t need any equipment.
+50
Armor- You cannot wear armor or use a shield
Weapons- You can use staffs, Javlines, and Bows
Abilities:
Unarmored defense (You are difficult to land a hit on, at level one while not wearing armor you have the ac of light armor, at level 5 this increases to medium armor, at level 10 this increases to heavy armor)
Unarmored Movement (When not wearing armor, you are faster than others, at level 9 you gain the ability to run across water and up vertical surfaces without falling)
Martial Arts (at level 1 you can attack just as well without weapons as you can while armed, your punches have a +10 mod, at level 5 this becomes +15, at level 10 this becomes +20)
Deflect Missiles (at level 2 you can catch ranged weapon attacks, i.e. arrows, bolts, and thrown weapons, at level 3 you can throw them back)
[*]Specialized Skill, at level 3, pick one of the following:
  • Astral Arms (you grow extra limbs, they have more reach than your arms and grant you two extra attacks)
  • Elemental Meditator (you gain the ability to cast nature magic, you can use your magic to manipulate the forces of nature, this ability will become stronger at level 7 and level 12)
  • Touch of Death (when you deal the killing blow on an enemy you heal yourself)

Paladin: A holy warrior, frontline fighter with some religious flair, strong and charismatic.
+60
Armor- You can wear heavy armor and can use shields
Weapons- You can use Swords
Abilities:
Divine Sense (you may focus your senses to detect the presence of evil and good within your sight, you may use this ability a number of times per day equal to your level)
Fighting Style, at level 2, pick one from the following:
  • Fighting Style, at level 1 pick one of the following:
  • Blind Fighting (You can sense any enemy within 10 feet of you regardless of whether or not you can see them)
  • Interceptor (You may use your shield to protect an ally from enemy attacks, you must remain next to the ally)
  • Timed Strike (By allowing an enemy to hit you in melee combat, you can take them out in one blow with a well aimed close quarters attack)
Divine Smite (at level 2 you can smite an enemy with holy power, you can do this a number of times a day equal to half your level)
Divine Health (at level 3 you are immune to non-magical poison and disease)
Divine Oath, at level 3, choose one of the following:
  • Nature's Oath (you may cause vines to restrain all enemies you can see, you may use this ability once a day)
  • Conquers Oath (you can cause all enemies that can see you to become frightened of you, you can use this ability once a day)
  • Oath of the Strong (you can give yourself a major physical boost, allowing you to perform great physical feats, you may use this ability once a day)

Ranger: A long range fighter, dexterous and good in the wild.
+50
Armor- you may wear medium armor
Weapons- you may use any ranged weapon
Abilities:
Favorite Enemy (pick one of the following; animals, people, fey, fiend, celestial, monster. You are exceptionally good at tracking this kind of creature)
Natural Explorer (pick one of the following; desert, forest, mountain, swamp, ruins. You are exceptionally good at surviving in your chosen terrain, you cannot get lost there without magic interference, your travel cannot be slowed by difficult terrain there, and you can always find food there)
Primeval Awareness (at level 3 you can meditate to see if any fey, fiend, celestial, monster, undead, or dragons are within 1 mile of you, you may use this ability a number of times a day equal to your level)
Specialized Ability, at level 3, pick one of the following:
  • Beast Master (You gain an animal companion of your choice, size medium or smaller, it is magically bonded to you, obeys your commands, and protects you)
  • Gloom Stalker (You gain darkvision if you did not have it already, and become an expert in ambushing)
  • Hunters Sense (You gain the ability to discern a creatures strengths and weaknesses, you may do this a number of times per day equal to half your level)

Rogue: Dexterous, sneaky, and clever.
+50
Armor- you may use light armor
Weapons- you may use Swords, Daggers, and Bows
Abilities:
Thieves Tools (you may pick locks and disarm traps)
Sneak Attack (attacking an enemy who is unaware of you will instantly kill that enemy)
Thieves Cant (you understand the secret coded language of the criminal underground)
Specialized Ability, at level 3, pick one of the following:
  • Clever (when listening carefully, you can usually tell when someone is lying, and when taking your time searching an area you can more easily uncover hidden secrets i.e. traps, secret compartments, hidden doors etc.)
  • Con Artist (you gain the ability to forge documents, create disguises, pick pockets, and cheat at games of chance)
  • Phantom (you can borrow the knowledge of spirits in the area, once per day you can ask the spirits in the area for their knowledge or assistance)

Sorcerer: Strong in combat magic, weak in physical strength, very charismatic.
+30
Armor- you cannot wear armor or wield shields
Weapons- You may use a staff
Abilities:
Inherited Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, or defend this ability will become stronger at level 5 and level 10)
Magical Origin, at level one, pick one of the following:
  • Telepathy (you may create a telepathic link between yourself and another creature you can see, the link will last until you create the link with another creature, while linked you can communicate telepathically)
  • Scales (your skin is covered in a thin layer of scales, when not wearing armor your skin gives you the ac bonus of light armor
  • Divinity (you gain the ability to use your magic to heal)
  • Wild Magic (every time you use your magic, there is a chance something unexpected happens, for better or for worse…)

Warlock: Decent in physical combat, better with magic, charismatic and knowledgeable of things beyond this world.
+30
Armor- you may use light armor
Weapons- you may use a staff and daggers
Abilities:
Pact Magic (You have the ability to borrow magic from a greater being, you may use your borrowed a magic to attack or problem solve this ability will become stronger at level 5 and level 10)
Patron, at level 1 pick from the following:
  • Fey Magic (once a day you may cause all creatures that can see you to become charmed or frightened by you, your choice)
  • Gift of the Deep (you can breathe underwater, you may also summon a magic tentacle once a day to attack your enemies)
  • Gift of the Ancient (you can telepathically speak to anyone you can see)
Pact, at level 3 pick one of the following:
  • Chain (you gain a familiar in the form of an imp a pseudodragon or a sprite, it can communicate with you telepathically and will obey your commands)
  • Talisman (you gain a protective amulet that you can wear yourself or place on someone else, it will push enemies away from you when you are attacked, hurting them in the process)
  • Book (you gain a special book full of dark secrets, you may ask the book for advice or answers a number of times a day equal to half your level)

Wizard: The most versatile magic user, very Intelligent and well educated.
+30
Armor- you may not use armor
Weapons- you may use a staff
Abilities:
Arcane Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, defend, and problem solve this ability will become stronger at level 5 and level 10)
Ritual Magic (You may use ancient rituals to cast magic that may guide you when you are uncertain what to do, once a day you may take time to perform a ritual and ask a question, and you will receive an answer)
Specialized Ability, at level 3, pick one of the following:
  • Chronurgy (you can call on powerful magic to undo one mistake immediately after it has been made, you may use this once a week)
  • Enchantment (you can turn a weapon or object into a magical weapon or object for one day, you may use this once a week)
  • Graviturgy (you can fly for a full day, once a week)
Class: Again if there is a class you would like to play that is not listed, in your initial post to this thread list that class then a class from this list as your second choice, if I decide the class you chose is playable I will give it abilities, if not you will play your second choice class selected from the following

Disclaimer - These class abilities have been adjusted to better fit with the simpler game mechanics

Barbarian: The class with the most health, a frontline fighter that can take a hit, very strong, not usually so smart
Health +70
Armor- You may not use armor but you may use a shield
Weapons - You can use any melee weapon
Abilities:
Rage (You become stronger, You hit harder with melee weapons, and you are resistant to damage from non magical weapons, at level one you can activate this an amount of times equal to your level per day)
Unarmored Defense (Your skin is tough, while not wearing armor you have the ac of light armor at level 1,medium armor at level 5, and heavy armor at level 10)
Danger Sense (at level 2, you have an uncanny sense when things aren’t right, such as a trap is about to go off, or you are about to be ambushed)
Specialized Ability, at level 3, pick one from the following:
  • Ancestral Protectors (When you activate rage, the spirits of your ancestors manifest to protect you, enemies will have a harder time hitting you)
  • Form of the Beast (When you activate rage, you gain the teeth, claws, or tail of a beast that you can use to attack more viciously)
  • Frenzy (When you activate rage, you become frenzied, attacking enemies twice as fast, when rage ends you become tired and must rest)

Bard: A magic user and a performer, usually the one who talks for the party in delicate situations because they are very charismatic.
Health +40
Armor- You may use light armor
Weapons- You may use swords and bows
Abilities:
Music (You can play musical instruments)
Charm/Illusion Magic (You can cast magic that makes other people friendlier towards you and your allies, this ability will become stronger at level 5 and level 10)
Bardic Inspiration (You can use your magic to bolster your allies, helping them land a strike on a powerful enemy or succeed at a difficult task, you can use this ability an amount of times equal to your level per day)
Jack of All Trades (at level 2 you have a chance at succeeding at anything you try)
Song of Rest (at level 2 you can play music to heal your allies an amount of times per day equal to your level -1)
Specialized Ability, at level 3, pick from one of the following:
  • Unsettling Words (You can use one of your inspirations to target an enemy, making them less likely to hit you allies or succeed at a task)
  • Mantle of Inspiration (You can use one of your inspirations to give yourself a wondrous appearance, giving all of your allies an extra attack)
  • Fighting Flourish (You gain the ability to use medium armor, and you can use one of your inspirations to gain an extra attack with your sword)
  • Words of Terror (You may use one of your inspirations to cause a creature to become afraid of you)

Cleric: The holy healer, dedicated to a god and user of magic, knows a lot about religion and usually very wise.
Health +40
Armor- You may use medium armor and shields
Weapons- You may use blunt melee weapons and bows
Abilities:
Divine Magic (You can use magic to heal, protect, or strengthen yourself or your allies, this ability will become stronger at level 5 and level 10)
Divine Patron, at level 1 pick one of the following:
  • War (You worship a god of war, you may use heavy armor and any melee weapon, you may also use your magic to attack)
  • Peace (You worship a god of peace, you may use musical instruments, you may also use your magic to charm enemies)
  • Light (You worship a god of light, you may use your magic to illuminate dark places, including places that are magically dark)
  • Darkness (You worship a god of darkness, you gain darkvision if you did not already have it and you may use your magic to extinguish light from flames or magic)
Turn Undead (at level 2 you may channel your divine power to cause every undead that can see you to run away in fear, you may use this ability once a day.)

Druid: A magic user, also very wise but with a focus on nature and their magic doesn’t come from a deity, but from nature itself.
Health +40
Armor- You may use light armor and shields
Weapons- You may use staffs and slings
Abilities:
Nature Magic (You can use your magic to manipulate the forces of nature, this ability will become stronger at level 5 and level 10)
Herbalism (You have an innate knowledge of plants and their properties)
Wild Shape (at level 2, you can transform into an animal you have seen before, you cannot cast spells while in this form, the animal must be small or tiny and must not be able to fly or swim. At level 4 you may transform into a medium sized animal or smaller, but it must not have a fly speed, at level 8 you may transform into a large or smaller animal you may use this ability twice a day)
Specialized Ability, at level 2 pick one of the following:
  • Healer (You may use your magic to heal)
  • Shape changer (You may use wild shape to transform into medium animals that cannot fly or swim, at level 4 you may transform into large animals that may not fly, at level 8 you may transform into huge animals)
  • Animal Friend (You can speak to animals and spirits)
  • Summoner (You can use wild shape to conjure an elemental spirit, it is friendly to you and your allies, can fly, can converse with you, can deal elemental damage according to its element type, and is immune to damage of its element type)

Fighter: A strong and Dexterous front line warrior, can wear any armor and use any weapon.
+60
Armor- You can wear heavy armor and use shields
Weapons- You can use any weapon
Abilities:
Fighting Style, at level 1 pick one of the following:
  • Blind Fighting (You can sense any enemy within 10 feet of you regardless of whether or not you can see them)
  • Interceptor (You may use your shield to protect an ally from enemy attacks, you must remain next to the ally)
  • Timed Strike (By allowing an enemy to hit you in melee combat, you can take them out in one blow with a well aimed close quarters attack)
Second wind (You can heal yourself once a day)
Action surge (at level 2, you attack twice as fast once a day)
Specialized Skill, at level 3, pick one of the following:
  • Rallying Cry (When you use your second wind, you heal your allies as well)
  • Born to the Saddle (You are an excellent rider)
  • Echo Manifest (You can summon an illusory duplicate of yourself to confuse and distract your enemies)
  • Eldritch Weapon Bond (Your weapon is bound to you and cannot be taken from you against your will or lost, you may switch this bond to a new weapon once a day)

Monk: Wise and Dexterous, can fight up close or at a distance and doesn’t need any equipment.
+50
Armor- You cannot wear armor or use a shield
Weapons- You can use staffs, Javlines, and Bows
Abilities:
Unarmored defense (You are difficult to land a hit on, at level one while not wearing armor you have the ac of light armor, at level 5 this increases to medium armor, at level 10 this increases to heavy armor)
Unarmored Movement (When not wearing armor, you are faster than others, at level 9 you gain the ability to run across water and up vertical surfaces without falling)
Martial Arts (at level 1 you can attack just as well without weapons as you can while armed, your punches have a +10 mod, at level 5 this becomes +15, at level 10 this becomes +20)
Deflect Missiles (at level 2 you can catch ranged weapon attacks, i.e. arrows, bolts, and thrown weapons, at level 3 you can throw them back)
[*]Specialized Skill, at level 3, pick one of the following:
  • Astral Arms (you grow extra limbs, they have more reach than your arms and grant you two extra attacks)
  • Elemental Meditator (you gain the ability to cast nature magic, you can use your magic to manipulate the forces of nature, this ability will become stronger at level 7 and level 12)
  • Touch of Death (when you deal the killing blow on an enemy you heal yourself)

Paladin: A holy warrior, frontline fighter with some religious flair, strong and charismatic.
+60
Armor- You can wear heavy armor and can use shields
Weapons- You can use Swords
Abilities:
Divine Sense (you may focus your senses to detect the presence of evil and good within your sight, you may use this ability a number of times per day equal to your level)
Fighting Style, at level 2, pick one from the following:
  • Fighting Style, at level 1 pick one of the following:
  • Blind Fighting (You can sense any enemy within 10 feet of you regardless of whether or not you can see them)
  • Interceptor (You may use your shield to protect an ally from enemy attacks, you must remain next to the ally)
  • Timed Strike (By allowing an enemy to hit you in melee combat, you can take them out in one blow with a well aimed close quarters attack)
Divine Smite (at level 2 you can smite an enemy with holy power, you can do this a number of times a day equal to half your level)
Divine Health (at level 3 you are immune to non-magical poison and disease)
Divine Oath, at level 3, choose one of the following:
  • Nature's Oath (you may cause vines to restrain all enemies you can see, you may use this ability once a day)
  • Conquers Oath (you can cause all enemies that can see you to become frightened of you, you can use this ability once a day)
  • Oath of the Strong (you can give yourself a major physical boost, allowing you to perform great physical feats, you may use this ability once a day)

Ranger: A long range fighter, dexterous and good in the wild.
+50
Armor- you may wear medium armor
Weapons- you may use any ranged weapon
Abilities:
Favorite Enemy (pick one of the following; animals, people, fey, fiend, celestial, monster. You are exceptionally good at tracking this kind of creature)
Natural Explorer (pick one of the following; desert, forest, mountain, swamp, ruins. You are exceptionally good at surviving in your chosen terrain, you cannot get lost there without magic interference, your travel cannot be slowed by difficult terrain there, and you can always find food there)
Primeval Awareness (at level 3 you can meditate to see if any fey, fiend, celestial, monster, undead, or dragons are within 1 mile of you, you may use this ability a number of times a day equal to your level)
Specialized Ability, at level 3, pick one of the following:
  • Beast Master (You gain an animal companion of your choice, size medium or smaller, it is magically bonded to you, obeys your commands, and protects you)
  • Gloom Stalker (You gain darkvision if you did not have it already, and become an expert in ambushing)
  • Hunters Sense (You gain the ability to discern a creatures strengths and weaknesses, you may do this a number of times per day equal to half your level)

Rogue: Dexterous, sneaky, and clever.
+50
Armor- you may use light armor
Weapons- you may use Swords, Daggers, and Bows
Abilities:
Thieves Tools (you may pick locks and disarm traps)
Sneak Attack (attacking an enemy who is unaware of you will instantly kill that enemy)
Thieves Cant (you understand the secret coded language of the criminal underground)
Specialized Ability, at level 3, pick one of the following:
  • Clever (when listening carefully, you can usually tell when someone is lying, and when taking your time searching an area you can more easily uncover hidden secrets i.e. traps, secret compartments, hidden doors etc.)
  • Con Artist (you gain the ability to forge documents, create disguises, pick pockets, and cheat at games of chance)
  • Phantom (you can borrow the knowledge of spirits in the area, once per day you can ask the spirits in the area for their knowledge or assistance)

Sorcerer: Strong in combat magic, weak in physical strength, very charismatic.
+30
Armor- you cannot wear armor or wield shields
Weapons- You may use a staff
Abilities:
Inherited Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, or defend this ability will become stronger at level 5 and level 10)
Magical Origin, at level one, pick one of the following:
  • Telepathy (you may create a telepathic link between yourself and another creature you can see, the link will last until you create the link with another creature, while linked you can communicate telepathically)
  • Scales (your skin is covered in a thin layer of scales, when not wearing armor your skin gives you the ac bonus of light armor
  • Divinity (you gain the ability to use your magic to heal)
  • Wild Magic (every time you use your magic, there is a chance something unexpected happens, for better or for worse…)

Warlock: Decent in physical combat, better with magic, charismatic and knowledgeable of things beyond this world.
+30
Armor- you may use light armor
Weapons- you may use a staff and daggers
Abilities:
Pact Magic (You have the ability to borrow magic from a greater being, you may use your borrowed a magic to attack or problem solve this ability will become stronger at level 5 and level 10)
Patron, at level 1 pick from the following:
  • Fey Magic (once a day you may cause all creatures that can see you to become charmed or frightened by you, your choice)
  • Gift of the Deep (you can breathe underwater, you may also summon a magic tentacle once a day to attack your enemies)
  • Gift of the Ancient (you can telepathically speak to anyone you can see)
Pact, at level 3 pick one of the following:
  • Chain (you gain a familiar in the form of an imp a pseudodragon or a sprite, it can communicate with you telepathically and will obey your commands)
  • Talisman (you gain a protective amulet that you can wear yourself or place on someone else, it will push enemies away from you when you are attacked, hurting them in the process)
  • Book (you gain a special book full of dark secrets, you may ask the book for advice or answers a number of times a day equal to half your level)

Wizard: The most versatile magic user, very Intelligent and well educated.
+30
Armor- you may not use armor
Weapons- you may use a staff
Abilities:
Arcane Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, defend, and problem solve this ability will become stronger at level 5 and level 10)
Ritual Magic (You may use ancient rituals to cast magic that may guide you when you are uncertain what to do, once a day you may take time to perform a ritual and ask a question, and you will receive an answer)
Specialized Ability, at level 3, pick one of the following:
  • Chronurgy (you can call on powerful magic to undo one mistake immediately after it has been made, you may use this once a week)
  • Enchantment (you can turn a weapon or object into a magical weapon or object for one day, you may use this once a week)
  • Graviturgy (you can fly for a full day, once a week)
Check out
Show Me Your Best Dragon!
FR time +2
Rules and Gameplay:
Instead of everyone rolling dice I will be running the game on a d100 that I will roll. When you use your magic to do something, or attempt to pick a lock or hit an enemy or an enemy attempts to hit you, I will roll a d100 and determine how successful the action is based on the number that comes up.

For example, if someone attempts to pick a lock, it’s a very complicated lock so the cleric uses divine magic to help them. I roll for the clerics magic, 52 so about average, the rogue is given a small boost to their ability. I roll for the rogue, 68, I add 10 for the cleric's blessing and get 78. The result would be something along these lines:

“The cleric puts their hand on the rogue's back, muttering a short prayer for success, and then steps back. The rogue steps up to the lock, pulls out their tools and begins working. It takes a few minutes of careful focus but eventually you hear a ‘CLICK” as the mechanism releases. The party lets out a sigh of relief as the tension in the room dissipates.


Armor:
Your AC is the number I need to roll on a d100 to hit you
No armor gives you an AC of 30
Light armor gives you an AC of 50
Medium armor gives you an AC of 70
Heavy Armor gives you an AC of 90
Shields reduce the enemies modifiers to 0

Weapons:

Melee weapons:
Two handed Sword- cannot be used with a shield, +20 to hit
Two handed Axe- cannot be used with a shield +20 to hit
Staff- cannot be used with a shield +15 to hit
One handed Sword +10 to hit
Small Sword +10 to hit
Dagger +5 to hit

Ranged weapons:
Bow- cannot be used with a shield, +20 to hit
Javelin +15 to hit
Sling +10 to hit
Dagger +5 to hit

Magic:
There are different types of magic for each caster:

Bard-Charm/Illusion Magic (You can cast magic that makes other people friendlier towards you and your allies, afraid of you and your allies, and also to assist you and your allies with lying and persuading, this ability will become stronger at level 5 and level 10)

Cleric-Divine Magic (You can use magic to heal, protect, or strengthen yourself or your allies, this ability will become stronger at level 5 and level 10)

Druid-Nature Magic (You can use your magic to manipulate the forces of nature, this ability will become stronger at level 5 and level 10)

Sorcerer-Inherited Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, and defend this ability will become stronger at level 5 and level 10)


Warlock-Pact Magic (You have the ability to borrow magic from a greater being, you may use your borrowed a magic to attack or problem solve this ability will become stronger at level 5 and level 10)

Wizard-Arcane Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, defend, and problem solve this ability will become stronger at level 5 and level 10)

You will notice that all of these level up at 5 and then at 10
Level 1 magic gives you a +20
Level 2 magic gives you a +40
Level 3 magic gives you a +60

Health:
Your health will be 100 adding the bonus from your race and class
The health you add for your class is per level so when you level up you add your classes health bonus again

Example:
A level 1 Half Orc Druid has an HP of 190, they level up and now have an HP of 230

I will track health damage and healing on my end so don't worry about it too much, just know what your character's max HP is, I don’t intend this game to be deadly so HP shouldn’t factor in much.

Now it’s time to reply!
Your reply should contain:
Characters name and pronouns
Your race
Your class
Your armor and AC
Your weapon
Your health
And a backstory for the character, doesn’t have to be much just tell me about their family and the life they had that led them to join the guild, please keep the content family friendly in accordance with FR rules but other than that feel free to be creative and write as much or as little as you like!

I know this is a lot of information, feel free to ask questions as needed
Rules and Gameplay:
Instead of everyone rolling dice I will be running the game on a d100 that I will roll. When you use your magic to do something, or attempt to pick a lock or hit an enemy or an enemy attempts to hit you, I will roll a d100 and determine how successful the action is based on the number that comes up.

For example, if someone attempts to pick a lock, it’s a very complicated lock so the cleric uses divine magic to help them. I roll for the clerics magic, 52 so about average, the rogue is given a small boost to their ability. I roll for the rogue, 68, I add 10 for the cleric's blessing and get 78. The result would be something along these lines:

“The cleric puts their hand on the rogue's back, muttering a short prayer for success, and then steps back. The rogue steps up to the lock, pulls out their tools and begins working. It takes a few minutes of careful focus but eventually you hear a ‘CLICK” as the mechanism releases. The party lets out a sigh of relief as the tension in the room dissipates.


Armor:
Your AC is the number I need to roll on a d100 to hit you
No armor gives you an AC of 30
Light armor gives you an AC of 50
Medium armor gives you an AC of 70
Heavy Armor gives you an AC of 90
Shields reduce the enemies modifiers to 0

Weapons:

Melee weapons:
Two handed Sword- cannot be used with a shield, +20 to hit
Two handed Axe- cannot be used with a shield +20 to hit
Staff- cannot be used with a shield +15 to hit
One handed Sword +10 to hit
Small Sword +10 to hit
Dagger +5 to hit

Ranged weapons:
Bow- cannot be used with a shield, +20 to hit
Javelin +15 to hit
Sling +10 to hit
Dagger +5 to hit

Magic:
There are different types of magic for each caster:

Bard-Charm/Illusion Magic (You can cast magic that makes other people friendlier towards you and your allies, afraid of you and your allies, and also to assist you and your allies with lying and persuading, this ability will become stronger at level 5 and level 10)

Cleric-Divine Magic (You can use magic to heal, protect, or strengthen yourself or your allies, this ability will become stronger at level 5 and level 10)

Druid-Nature Magic (You can use your magic to manipulate the forces of nature, this ability will become stronger at level 5 and level 10)

Sorcerer-Inherited Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, and defend this ability will become stronger at level 5 and level 10)


Warlock-Pact Magic (You have the ability to borrow magic from a greater being, you may use your borrowed a magic to attack or problem solve this ability will become stronger at level 5 and level 10)

Wizard-Arcane Magic (You have the ability to bend arcane magic to your will, you may use magic to attack, defend, and problem solve this ability will become stronger at level 5 and level 10)

You will notice that all of these level up at 5 and then at 10
Level 1 magic gives you a +20
Level 2 magic gives you a +40
Level 3 magic gives you a +60

Health:
Your health will be 100 adding the bonus from your race and class
The health you add for your class is per level so when you level up you add your classes health bonus again

Example:
A level 1 Half Orc Druid has an HP of 190, they level up and now have an HP of 230

I will track health damage and healing on my end so don't worry about it too much, just know what your character's max HP is, I don’t intend this game to be deadly so HP shouldn’t factor in much.

Now it’s time to reply!
Your reply should contain:
Characters name and pronouns
Your race
Your class
Your armor and AC
Your weapon
Your health
And a backstory for the character, doesn’t have to be much just tell me about their family and the life they had that led them to join the guild, please keep the content family friendly in accordance with FR rules but other than that feel free to be creative and write as much or as little as you like!

I know this is a lot of information, feel free to ask questions as needed
Check out
Show Me Your Best Dragon!
FR time +2
@ArcherFox So we don't have spell slots? Also, can magic do whatever I claim to want to do? As example, can I cast illusion magic at one point but fireball the next and summon monsters after that?

Also, is there anything about the world that we need to know as it may affect character creation? As example, discrimination against certain races, now common a race or class is, the strictness of religions, the types of gods or god, etc?
@ArcherFox So we don't have spell slots? Also, can magic do whatever I claim to want to do? As example, can I cast illusion magic at one point but fireball the next and summon monsters after that?

Also, is there anything about the world that we need to know as it may affect character creation? As example, discrimination against certain races, now common a race or class is, the strictness of religions, the types of gods or god, etc?
goSc2L4.png
@TheRedPaladin
That is correct, no spell slots, what kind of magic you can do is only limited by your class and what its description says it can do, other than that it's up to you with the understanding that trying something extremely powerful makes you more likely to fail. For example, a level 1 druid attempting to conjure a rain cloud would probably be extremely easy, you have a plus 20 so lets say its a DC 30 on the d100, as long as the roll is 10 or higher it goes exactly as planned. The same druid attempts to summon a tsumani, that is much harder, the DC will likely be closer to 90, you need a 70 or higher to succeed. A bard would not be able to summon a rain cloud (at least, not a real one) because that is not something their magic can do.

There is no widespread racial discrimination or societal prejudice, there may be some npcs who do not like members of a specific race or class due to personal bias but that is generally seen as a negative trait
all the classes are roughly equally common among people who are not level 0 commoners, there will be many npcs who have "levels" in classes such as guards being fighters or paladins and the magic shop owner being a wizard,
religion is not extremely strict, but it is a widely acknowledged proven fact that the gods in this world are real, they grant magic to clerics and provide divine interventions on occasion, worshipping them is not required or necessary (unless you are a cleric) but doing things to anger them is generally known to be a bad idea,
There are 2 gods, the god of light/peace and the god of war/darkness, neither is seen as wholly evil or good they are simply the beings who keep things balanced, sometimes darkness or war are needed and sometimes light and peace are needed, neither is inherently bad
@TheRedPaladin
That is correct, no spell slots, what kind of magic you can do is only limited by your class and what its description says it can do, other than that it's up to you with the understanding that trying something extremely powerful makes you more likely to fail. For example, a level 1 druid attempting to conjure a rain cloud would probably be extremely easy, you have a plus 20 so lets say its a DC 30 on the d100, as long as the roll is 10 or higher it goes exactly as planned. The same druid attempts to summon a tsumani, that is much harder, the DC will likely be closer to 90, you need a 70 or higher to succeed. A bard would not be able to summon a rain cloud (at least, not a real one) because that is not something their magic can do.

There is no widespread racial discrimination or societal prejudice, there may be some npcs who do not like members of a specific race or class due to personal bias but that is generally seen as a negative trait
all the classes are roughly equally common among people who are not level 0 commoners, there will be many npcs who have "levels" in classes such as guards being fighters or paladins and the magic shop owner being a wizard,
religion is not extremely strict, but it is a widely acknowledged proven fact that the gods in this world are real, they grant magic to clerics and provide divine interventions on occasion, worshipping them is not required or necessary (unless you are a cleric) but doing things to anger them is generally known to be a bad idea,
There are 2 gods, the god of light/peace and the god of war/darkness, neither is seen as wholly evil or good they are simply the beings who keep things balanced, sometimes darkness or war are needed and sometimes light and peace are needed, neither is inherently bad
Check out
Show Me Your Best Dragon!
FR time +2
@ArcherFox

Let's hope I do this right

Characters name and pronouns:
Eltoren, she/her
Your race
Elf
Your class
Bard
Your armor and AC
AC of 50 from light armor
Your weapon
Daggers
Your health
170 if I did it correct
And a backstory for the character, doesn’t have to be much just tell me about their family and the life they had that led them to join the guild, please keep the content family friendly in accordance with FR rules but other than that feel free to be creative and write as much or as little as you like!

Having inherited a flute from her father she wished to share her music with the world. Her mother not thrusting her to be safe trained her to be good enough in fighting to defend herself. Now with the power of music and some basic fighting skills she joined a party and will find a way to let everyone hear her music.
@ArcherFox

Let's hope I do this right

Characters name and pronouns:
Eltoren, she/her
Your race
Elf
Your class
Bard
Your armor and AC
AC of 50 from light armor
Your weapon
Daggers
Your health
170 if I did it correct
And a backstory for the character, doesn’t have to be much just tell me about their family and the life they had that led them to join the guild, please keep the content family friendly in accordance with FR rules but other than that feel free to be creative and write as much or as little as you like!

Having inherited a flute from her father she wished to share her music with the world. Her mother not thrusting her to be safe trained her to be good enough in fighting to defend herself. Now with the power of music and some basic fighting skills she joined a party and will find a way to let everyone hear her music.
Untitled1442_20230710132707.pngUntitled1442_20230710132717.pngUntitled1442_20230710132726.pngUntitled1442_20230710132736.png
Untitled1442_20230710132900.pngUntitled1442_20230710132911.pngUntitled1442_20230710132920.png
@Mersinia, that's perfect! You are all set!
@Mersinia, that's perfect! You are all set!
Check out
Show Me Your Best Dragon!
FR time +2
@ArcherFox

Character name: Magmus Bellright. Goes by Mags to good friends. He/Him.

Race: Human

Class: Wizard

Armor/AC: 30

Weapon: Staff +15

Health: 160

Backstory: Magmus comes from a well-off family of four. They were not nobles but better off than many. His father, Edward Bellright, seemed like an upright and moral man, even to his family. He sent Magmus to magic school as soon as he showed any talent at learning magic. But after a short while Magmus's father was suddenly outed for his gambling and money borrowing habits. The day everything was revealed, Edward Bellright disappeared. Nobody has heard from him since. Mary Bellright has found work but it is barely enough to keep a roof over their heads and food on the table. Matilda Bellright is just a little too young to help so she is learning to cook, clean, and run some errands. So Magmus, with his limited knowledge of magic, has chosen to take up mercenary work to earn enough to pay off the debts and possible pay his way back into magic school.
@ArcherFox

Character name: Magmus Bellright. Goes by Mags to good friends. He/Him.

Race: Human

Class: Wizard

Armor/AC: 30

Weapon: Staff +15

Health: 160

Backstory: Magmus comes from a well-off family of four. They were not nobles but better off than many. His father, Edward Bellright, seemed like an upright and moral man, even to his family. He sent Magmus to magic school as soon as he showed any talent at learning magic. But after a short while Magmus's father was suddenly outed for his gambling and money borrowing habits. The day everything was revealed, Edward Bellright disappeared. Nobody has heard from him since. Mary Bellright has found work but it is barely enough to keep a roof over their heads and food on the table. Matilda Bellright is just a little too young to help so she is learning to cook, clean, and run some errands. So Magmus, with his limited knowledge of magic, has chosen to take up mercenary work to earn enough to pay off the debts and possible pay his way back into magic school.
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@ArcherFox

Hey do we all know each other at the start? Or are we all going to meet?
@ArcherFox

Hey do we all know each other at the start? Or are we all going to meet?
goSc2L4.png
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