Im making a custom system for my players and wanted some feedback /u/RustyAxel DnD: Roll for Initiative!

Im making a custom system for my players and wanted some feedback /u/RustyAxel DnD: Roll for Initiative!

So I’m a first-time dm making a game set in 40k-verse for a level 12 party and wanted some of that wild warp trickery seen when the warp is used a little too freely

whenever casting a non-ritual spell 1st level or higher a creature thins the veil between the planes. The level the spell is cast at adds that many warp charges.

once there are +20 warp charges the dm rolls a d20. On a 20 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes up to level 2.

at level 2 when there are +12 charges the dm rolls a d12. On a 12 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 3

at level 3 when there are +8 charges the dm rolls a d8. On an 8 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 4

at level 4 when there are +4 charges the dm rolls a d4. On a 4 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 5

at level 5 the next spell cast immediately fizzles a massive rift to the warp is caused and the caster must roll on the Perils of the Warp table twice.

Rolling on the Perils of the Warp table resets the warp level to 1

the warp level lowers by one after a long rest as long as no 1st level or above non-ritual spells were cast by the party

I still have to set up the table but its going to be kinda like wild magic surge but with some twists I do have a couple of concepts made

Blood Rain: from the warp rift a rain of blood falls on all creatures within a radius of 60 ft. of the creature who triggered the rift to open. creatures hit by the rain must succeed a DC 15 wisdom saving throw or become Frenzied for the next 3 rounds and see all other creatures as enemies. Creatures Frenzied in this way may attempt to end the condition again at the end of their turn or use their action to attempt with advantage.

Trickster’s Fireball: from the warp rift a blue fireball is cast at the feet of the creature who opened the rift. the fireball is cast at level 3+ the level of the spell the opened the rift

Im also thinking of having some boons in there to be like boons from the Big-E so its not always bad stuff

submitted by /u/RustyAxel
[link] [comments]

​r/DnD So I’m a first-time dm making a game set in 40k-verse for a level 12 party and wanted some of that wild warp trickery seen when the warp is used a little too freely whenever casting a non-ritual spell 1st level or higher a creature thins the veil between the planes. The level the spell is cast at adds that many warp charges. once there are +20 warp charges the dm rolls a d20. On a 20 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes up to level 2. at level 2 when there are +12 charges the dm rolls a d12. On a 12 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 3 at level 3 when there are +8 charges the dm rolls a d8. On an 8 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 4 at level 4 when there are +4 charges the dm rolls a d4. On a 4 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 5 at level 5 the next spell cast immediately fizzles a massive rift to the warp is caused and the caster must roll on the Perils of the Warp table twice. Rolling on the Perils of the Warp table resets the warp level to 1 the warp level lowers by one after a long rest as long as no 1st level or above non-ritual spells were cast by the party I still have to set up the table but its going to be kinda like wild magic surge but with some twists I do have a couple of concepts made Blood Rain: from the warp rift a rain of blood falls on all creatures within a radius of 60 ft. of the creature who triggered the rift to open. creatures hit by the rain must succeed a DC 15 wisdom saving throw or become Frenzied for the next 3 rounds and see all other creatures as enemies. Creatures Frenzied in this way may attempt to end the condition again at the end of their turn or use their action to attempt with advantage. Trickster’s Fireball: from the warp rift a blue fireball is cast at the feet of the creature who opened the rift. the fireball is cast at level 3+ the level of the spell the opened the rift Im also thinking of having some boons in there to be like boons from the Big-E so its not always bad stuff submitted by /u/RustyAxel [link] [comments] 

So I’m a first-time dm making a game set in 40k-verse for a level 12 party and wanted some of that wild warp trickery seen when the warp is used a little too freely

whenever casting a non-ritual spell 1st level or higher a creature thins the veil between the planes. The level the spell is cast at adds that many warp charges.

once there are +20 warp charges the dm rolls a d20. On a 20 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes up to level 2.

at level 2 when there are +12 charges the dm rolls a d12. On a 12 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 3

at level 3 when there are +8 charges the dm rolls a d8. On an 8 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 4

at level 4 when there are +4 charges the dm rolls a d4. On a 4 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 5

at level 5 the next spell cast immediately fizzles a massive rift to the warp is caused and the caster must roll on the Perils of the Warp table twice.

Rolling on the Perils of the Warp table resets the warp level to 1

the warp level lowers by one after a long rest as long as no 1st level or above non-ritual spells were cast by the party

I still have to set up the table but its going to be kinda like wild magic surge but with some twists I do have a couple of concepts made

Blood Rain: from the warp rift a rain of blood falls on all creatures within a radius of 60 ft. of the creature who triggered the rift to open. creatures hit by the rain must succeed a DC 15 wisdom saving throw or become Frenzied for the next 3 rounds and see all other creatures as enemies. Creatures Frenzied in this way may attempt to end the condition again at the end of their turn or use their action to attempt with advantage.

Trickster’s Fireball: from the warp rift a blue fireball is cast at the feet of the creature who opened the rift. the fireball is cast at level 3+ the level of the spell the opened the rift

Im also thinking of having some boons in there to be like boons from the Big-E so its not always bad stuff

submitted by /u/RustyAxel
[link] [comments]  So I’m a first-time dm making a game set in 40k-verse for a level 12 party and wanted some of that wild warp trickery seen when the warp is used a little too freely whenever casting a non-ritual spell 1st level or higher a creature thins the veil between the planes. The level the spell is cast at adds that many warp charges. once there are +20 warp charges the dm rolls a d20. On a 20 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes up to level 2. at level 2 when there are +12 charges the dm rolls a d12. On a 12 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 3 at level 3 when there are +8 charges the dm rolls a d8. On an 8 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 4 at level 4 when there are +4 charges the dm rolls a d4. On a 4 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 5 at level 5 the next spell cast immediately fizzles a massive rift to the warp is caused and the caster must roll on the Perils of the Warp table twice. Rolling on the Perils of the Warp table resets the warp level to 1 the warp level lowers by one after a long rest as long as no 1st level or above non-ritual spells were cast by the party I still have to set up the table but its going to be kinda like wild magic surge but with some twists I do have a couple of concepts made Blood Rain: from the warp rift a rain of blood falls on all creatures within a radius of 60 ft. of the creature who triggered the rift to open. creatures hit by the rain must succeed a DC 15 wisdom saving throw or become Frenzied for the next 3 rounds and see all other creatures as enemies. Creatures Frenzied in this way may attempt to end the condition again at the end of their turn or use their action to attempt with advantage. Trickster’s Fireball: from the warp rift a blue fireball is cast at the feet of the creature who opened the rift. the fireball is cast at level 3+ the level of the spell the opened the rift Im also thinking of having some boons in there to be like boons from the Big-E so its not always bad stuff submitted by /u/RustyAxel [link] [comments]

Read more

Why are the Gem Dragons the way that they are? /u/LunaMoonracer72 DnD: Roll for Initiative!

Why are the Gem Dragons the way that they are? /u/LunaMoonracer72 DnD: Roll for Initiative!

Why were Emerald, Amethyst, “Crystal,” Sapphire, and Topaz chosen for the Gem Dragons’ types? The metallic dragons’ types appear to have been assigned in order of metal value = dragon’s power, with platinum, the most valuable, being reserved for the dragon god. That makes sense. And the chromatic dragons are just color-coded by element. That also makes sense. But how did the 5 gems get chosen? Emeralds, Amethysts, and Sapphires are precious gems. But Topaz is only semi-precious, and “crystal” is extremely generic, though I think it’s intended to be quartz, which isn’t precious at all. And why is Sardior the ruby dragon instead of the diamond dragon, since diamonds are the most valuable gems of all?

TLDR, Why did Emerald, Amethyst, Crystal, Sapphire and Topaz get chosen for the five gem dragon types?

submitted by /u/LunaMoonracer72
[link] [comments]

​r/DnD Why were Emerald, Amethyst, “Crystal,” Sapphire, and Topaz chosen for the Gem Dragons’ types? The metallic dragons’ types appear to have been assigned in order of metal value = dragon’s power, with platinum, the most valuable, being reserved for the dragon god. That makes sense. And the chromatic dragons are just color-coded by element. That also makes sense. But how did the 5 gems get chosen? Emeralds, Amethysts, and Sapphires are precious gems. But Topaz is only semi-precious, and “crystal” is extremely generic, though I think it’s intended to be quartz, which isn’t precious at all. And why is Sardior the ruby dragon instead of the diamond dragon, since diamonds are the most valuable gems of all? TLDR, Why did Emerald, Amethyst, Crystal, Sapphire and Topaz get chosen for the five gem dragon types? submitted by /u/LunaMoonracer72 [link] [comments] 

Why were Emerald, Amethyst, “Crystal,” Sapphire, and Topaz chosen for the Gem Dragons’ types? The metallic dragons’ types appear to have been assigned in order of metal value = dragon’s power, with platinum, the most valuable, being reserved for the dragon god. That makes sense. And the chromatic dragons are just color-coded by element. That also makes sense. But how did the 5 gems get chosen? Emeralds, Amethysts, and Sapphires are precious gems. But Topaz is only semi-precious, and “crystal” is extremely generic, though I think it’s intended to be quartz, which isn’t precious at all. And why is Sardior the ruby dragon instead of the diamond dragon, since diamonds are the most valuable gems of all?

TLDR, Why did Emerald, Amethyst, Crystal, Sapphire and Topaz get chosen for the five gem dragon types?

submitted by /u/LunaMoonracer72
[link] [comments]  Why were Emerald, Amethyst, “Crystal,” Sapphire, and Topaz chosen for the Gem Dragons’ types? The metallic dragons’ types appear to have been assigned in order of metal value = dragon’s power, with platinum, the most valuable, being reserved for the dragon god. That makes sense. And the chromatic dragons are just color-coded by element. That also makes sense. But how did the 5 gems get chosen? Emeralds, Amethysts, and Sapphires are precious gems. But Topaz is only semi-precious, and “crystal” is extremely generic, though I think it’s intended to be quartz, which isn’t precious at all. And why is Sardior the ruby dragon instead of the diamond dragon, since diamonds are the most valuable gems of all? TLDR, Why did Emerald, Amethyst, Crystal, Sapphire and Topaz get chosen for the five gem dragon types? submitted by /u/LunaMoonracer72 [link] [comments]

Read more

I asked my DM if I could reskin a tortle to an armadillo race. They replaced my breath holding ability with a 5 foot burrow speed. How unbalanced is this? /u/rivertpostie DnD: Roll for Initiative!

I asked my DM if I could reskin a tortle to an armadillo race. They replaced my breath holding ability with a 5 foot burrow speed. How unbalanced is this? /u/rivertpostie DnD: Roll for Initiative!

Also, what hijinks can I get into using this feature?

Never seen a character with a burrow speed

submitted by /u/rivertpostie
[link] [comments]

​r/DnD Also, what hijinks can I get into using this feature? Never seen a character with a burrow speed submitted by /u/rivertpostie [link] [comments] 

Also, what hijinks can I get into using this feature?

Never seen a character with a burrow speed

submitted by /u/rivertpostie
[link] [comments]  Also, what hijinks can I get into using this feature? Never seen a character with a burrow speed submitted by /u/rivertpostie [link] [comments]

Read more

How do you manage all of the races? /u/Particular-Stage-327 DnD: Roll for Initiative!

How do you manage all of the races? /u/Particular-Stage-327 DnD: Roll for Initiative!

I just recently ran a dnd campaign in the forgotten realms. It lasted five sessions and I enjoyed it, but there were some issues that arose. 80 percent of my npcs were using players handbook races, the other 20 percent being goblinoids, a kenku, and a few firbolgs. However, my party of four contained an astral elf, a bugbear, an assimar, and a harengon. This made roleplaying odd as my party looked like they just rolled out of mos eisly cantina in a world dominated by humans and elves. In the end, I just made most npcs ignore my parties odd appearances as I was, somewhat foolishly, expecting them to mainly choose common races. I like to avoid banning races in my games (currently I only ban races with innate flying speed and custom lineage), but I would also like make future campaigns in my homebrewed setting less awkward on my part. Dms, how would you go about solving such a predicament without changing your worlds demographic? While I would like to avoid more extensive racial restrictions, I would be willing to do so if it improved the overall campaign. Thank you in advance!

submitted by /u/Particular-Stage-327
[link] [comments]

​r/DnD I just recently ran a dnd campaign in the forgotten realms. It lasted five sessions and I enjoyed it, but there were some issues that arose. 80 percent of my npcs were using players handbook races, the other 20 percent being goblinoids, a kenku, and a few firbolgs. However, my party of four contained an astral elf, a bugbear, an assimar, and a harengon. This made roleplaying odd as my party looked like they just rolled out of mos eisly cantina in a world dominated by humans and elves. In the end, I just made most npcs ignore my parties odd appearances as I was, somewhat foolishly, expecting them to mainly choose common races. I like to avoid banning races in my games (currently I only ban races with innate flying speed and custom lineage), but I would also like make future campaigns in my homebrewed setting less awkward on my part. Dms, how would you go about solving such a predicament without changing your worlds demographic? While I would like to avoid more extensive racial restrictions, I would be willing to do so if it improved the overall campaign. Thank you in advance! submitted by /u/Particular-Stage-327 [link] [comments] 

I just recently ran a dnd campaign in the forgotten realms. It lasted five sessions and I enjoyed it, but there were some issues that arose. 80 percent of my npcs were using players handbook races, the other 20 percent being goblinoids, a kenku, and a few firbolgs. However, my party of four contained an astral elf, a bugbear, an assimar, and a harengon. This made roleplaying odd as my party looked like they just rolled out of mos eisly cantina in a world dominated by humans and elves. In the end, I just made most npcs ignore my parties odd appearances as I was, somewhat foolishly, expecting them to mainly choose common races. I like to avoid banning races in my games (currently I only ban races with innate flying speed and custom lineage), but I would also like make future campaigns in my homebrewed setting less awkward on my part. Dms, how would you go about solving such a predicament without changing your worlds demographic? While I would like to avoid more extensive racial restrictions, I would be willing to do so if it improved the overall campaign. Thank you in advance!

submitted by /u/Particular-Stage-327
[link] [comments]  I just recently ran a dnd campaign in the forgotten realms. It lasted five sessions and I enjoyed it, but there were some issues that arose. 80 percent of my npcs were using players handbook races, the other 20 percent being goblinoids, a kenku, and a few firbolgs. However, my party of four contained an astral elf, a bugbear, an assimar, and a harengon. This made roleplaying odd as my party looked like they just rolled out of mos eisly cantina in a world dominated by humans and elves. In the end, I just made most npcs ignore my parties odd appearances as I was, somewhat foolishly, expecting them to mainly choose common races. I like to avoid banning races in my games (currently I only ban races with innate flying speed and custom lineage), but I would also like make future campaigns in my homebrewed setting less awkward on my part. Dms, how would you go about solving such a predicament without changing your worlds demographic? While I would like to avoid more extensive racial restrictions, I would be willing to do so if it improved the overall campaign. Thank you in advance! submitted by /u/Particular-Stage-327 [link] [comments]

Read more

Party FINALLY Painted our minis [OC] /u/Zred7 DnD: Roll for Initiative!

Party FINALLY Painted our minis [OC] /u/Zred7 DnD: Roll for Initiative!

Party info if you are curious:

Tauros (me): Minotaur – Class: Totem Warrior Barbarian – Background: Slave – Level 6

Zavala: Shadar Kai – Class: Samurai Fighter – Background: Marine – Level 6

Bitrib Stirleap: Grung – Class: Soulknife Rouge – Background: Ruined – Level 6

Liam Neeson: Warforged – Class: Lore Bard – Background: Entertainer – Level 6

We have been playing this campaign for about a year at this point (I know we took forever to paint them) it’s been extremely fun!! This is my second Dnd campaign and my girlfriend’s, (Zavala’s player) first time playing. Feel free to drop some min-maxing advice based on the builds.

submitted by /u/Zred7
[link] [comments]

​r/DnD Party info if you are curious: Tauros (me): Minotaur – Class: Totem Warrior Barbarian – Background: Slave – Level 6 Zavala: Shadar Kai – Class: Samurai Fighter – Background: Marine – Level 6 Bitrib Stirleap: Grung – Class: Soulknife Rouge – Background: Ruined – Level 6 Liam Neeson: Warforged – Class: Lore Bard – Background: Entertainer – Level 6 We have been playing this campaign for about a year at this point (I know we took forever to paint them) it’s been extremely fun!! This is my second Dnd campaign and my girlfriend’s, (Zavala’s player) first time playing. Feel free to drop some min-maxing advice based on the builds. submitted by /u/Zred7 [link] [comments] 

Party info if you are curious:

Tauros (me): Minotaur – Class: Totem Warrior Barbarian – Background: Slave – Level 6

Zavala: Shadar Kai – Class: Samurai Fighter – Background: Marine – Level 6

Bitrib Stirleap: Grung – Class: Soulknife Rouge – Background: Ruined – Level 6

Liam Neeson: Warforged – Class: Lore Bard – Background: Entertainer – Level 6

We have been playing this campaign for about a year at this point (I know we took forever to paint them) it’s been extremely fun!! This is my second Dnd campaign and my girlfriend’s, (Zavala’s player) first time playing. Feel free to drop some min-maxing advice based on the builds.

submitted by /u/Zred7
[link] [comments]  Party info if you are curious: Tauros (me): Minotaur – Class: Totem Warrior Barbarian – Background: Slave – Level 6 Zavala: Shadar Kai – Class: Samurai Fighter – Background: Marine – Level 6 Bitrib Stirleap: Grung – Class: Soulknife Rouge – Background: Ruined – Level 6 Liam Neeson: Warforged – Class: Lore Bard – Background: Entertainer – Level 6 We have been playing this campaign for about a year at this point (I know we took forever to paint them) it’s been extremely fun!! This is my second Dnd campaign and my girlfriend’s, (Zavala’s player) first time playing. Feel free to drop some min-maxing advice based on the builds. submitted by /u/Zred7 [link] [comments]

Read more