Random Setting (5e Campaign Setting)

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Random Setting

This setting will be generated by including from the D&D Wiki chosen with the Special:Random tool! The goal is to include enough information for a local area of the world and one adventure. I will reject random results that only work with previous editions of the game, that are mechanically dubious, that belong to a franchise, or that are otherwise incompatible. I will include 10 classes, 10 backgrounds and 10 races: further results of this type will be ignored.

Other than the equipment and spells from the *Player's Handbook*, nothing from the core rulebooks can be used in the campaign: no core classes, backgrounds, races, feats, epic boons or monsters!

Variant Rules

The following variant rules are used in this campaign.

Races

A player may choose one of the following races, or roll 1d10 to determine one randomly:

  1. Castoran Anthropomorphic beavers, generous and industrious river-dwellers.
  2. Kapre Forest-dwelling loners who are kind-hearted tricksters.
  3. Cartura Small but wise lion-like fey that were cast out of the feywilds by the elves.
  4. Celt Celtic ancestors fought in the war of humans against beasts and spirits, siding with the humans. However, as the war grew weary, they found the conflict ridiculous and slowly gravitated towards diplomacy with the beast types, gaining their trust.
  5. Dwarves: Firebeard Dwarf mysterious dwarves from the warm mountains, in touch with fire magic
  6. Carnophage Carnophages, informally known as “flesh feeders” or “eaters”, are a race of nocturnal humanoid scavengers that crave the flesh of sapient beings.
  7. Avariel Winged elves.

Backgrounds

A player may choose one of the following backgrounds, or roll 1d10 to determine one randomly:

  1. Eternal One - You are a creature that has lived for a very long time.
  2. Hooded Figure - You are a mysterious figure, with a robe and hood covering your features.
  3. City Guard - You were a city guard.
  4. Revolutionist - You are or were a rebel, a person who wants to destroy the government you are currently or were once in.

Classes

A player may choose one of the following classes, or roll 1d10 to determine one randomly:

  1. Wind Blade
  2. Blade Mage
  3. Battle Medic
  4. War Wizard

Equipment

In addition to the equipment found in the Player's Handbook, the following items are available in this region.

Weapons

  1. Swordstaff (martial melee)

Armor

  1. Great Helmet (heavy, partial)

Adventuring Equipment

  1. Torture Tools (15 gp, 2 lb)
  2. Collection of Legendary Tales (500 gp, 5 lb)

Vehicles

  1. Aerial Screw (2,740 gp)

Poisons

  1. Night's Wraith (150 gp)

Feats

If you are using the optional feats mechanic, you can choose from the following feats.

  1. Intangible Spellcaster
  2. Anti-Magic Champion
  3. Gemologist

CR 0 to 2

  1. Bubble Jellie (CR 0)
  2. Buzz Blob (CR 1)
  3. Pixie Dragon (CR 1/2)
  4. Cave Lion (CR 1)
  5. Hippopotamus (CR 2)
  6. Nightwing Bat (CR 2)

CR 3 to 5

  1. Octofolk Entangler (CR 3) [aquatic]
  2. Honor Guard (CR 5) [NPC]

CR 6 to 10

  1. Fire Mage (CR 7)
  2. Siege Beetle (CR 7)

CR 11 to 16

  1. Archsage (CR 16)
  2. Temporal Shifter (CR 16)

CR 17 or more

  1. Vassal of Nul (CR 18)

Magic Items

Because some of these items can only be attuned to by specific classes, I will need to note which campaign classes can use which item.

Common

  1. Ring of Pleh
  2. Fortunate Cookie (wondrous item, consumable)]]

Uncommon

  1. Ring of Arcanum (ring)
  2. Toxic Bomb (wondrous item)

Rare

  1. Potion of Vulnerability (cursed potion, consumable)
  2. Dagger of Yysmoira (weapon)
  3. Blade of Sheol (weapon)
  4. Thunderbolt Iron Weapon (weapon)
  5. Saint's Staff (staff)
  6. Ring of Arcanum (ring)
  7. Mask of Hidden Identity (5e Equipment)
  8. Sugar Snaps of Speed (wondrous item, consumable)

Very Rare

  1. Incursion Armor (armor)
  2. Ring of Arcanum (ring)
  3. Centurion Spear (weapon)
  4. Vampire Cape (wondrous item)
  5. Dolos (ring)

Legendary

  1. Blade of the Ruined King (cursed weapon)
  2. Primordial Earth Titan Knucklebone (wondrous item)
  3. Staff of the Seven Seas (staff)
  4. Ring of Arcanum (ring)
  5. Syrune (wondrous item)
  6. Runic Blade (weapon)
  7. Ring of Forgiveness (5e Equipment) (cursed ring)

Spell Scrolls

The following spell scrolls can be read by any character with spell slots, regardless of their class.

  1. Withering Ray (uncommon)
  2. Earth Barrier (uncommon)
  3. Sandblast (uncommon)
  4. Firestaff (rare)
  5. Explosive Arrow (rare)
  6. Stoneburst (rare)
  7. Pillar of Flame (very rare)
  8. Maya's Symphony (legendary)

Cosmology

Note: I am allowing environment and deity pages from other editions here, as they are largely descriptive and free of mechanics. At some point, I may write 5th-edition specific variants.

  1. Abyss
  2. The Coalescence The Coalescence is a plane of eternal night, created by a long-forgotten race dubbed the "Old Ones".

Deities

  1. Choronzon Alignment: CE, Realm: Far Realm. Domains: Death, War
  2. Yodexhe Alignment: NE, Realm: Plane of Shadow. Domains: Death, War
  3. Akassan Alignment: LE, Realm: The Pits of Industry. Domains: Forge, War
  4. Autumn Goddess Alignment: N, Realm: ?. Domains: Nature, Knowledge
  5. Oakider Alignment: LN, Realm: ?. Domains: Nature
  6. Nesthene Alignment: CN, Realm: Material Plane, Domains: Life, Nature

The World

Adventure

The first adventure must contain the following encounters:


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