D&D General Vanity Frankenstein 5E: My homebrew D&D project [+]

Rogue

Every town or city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and ratfolk—haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Others still, have perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their opportunistic combat techniques. They may not fight as well as martial classes like the fighter or the ranger, but they have a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Rogue Alignment
While rogues are frequently seen as Agents of Chaos, who undermine the rule of Law through their assumption that the world owes them a living, most don’t take a side in the cosmic battle of law versus chaos unless they have deeply seated personal experiences and beliefs that leads them to support the rights of the individual freedom above all other concerns of living in a society.

In terms of ethics, most rogues are not known for their altruism, and if they have a general reputation, it’d be for maleficent selfishness and an undervaluing of life that is not their own, but many rogues, especially the adventuring type, tends more towards a neutral outlook, weighing the stakes and their personal connection to the ethical choices they are forced to make.

Rogues in the Inchoate Empires
There is no shortage of rogues in the Empires. The many kakistocracies among the constant rising and falling kingdoms and satellite states, means that in many places crime syndicates and guilds thrive or even run the government. In other places, rogues represent a necessary effort to resist the oppressive and invasive governments that have taken over various cities and settlements. As such, the rogues of these lands are used to either complex, unpredictable, and dangerous customs for navigating corruption or extreme clandestine activity meant to avoid a lost hand or a hangman’s noose. Of course, some few rogues also serve a city or nation as investigators or law enforcement themselves, having learned the skills of the trade in an effort to better catch them.

Rogues in the Republic of Makrinos
There are rogues of all sorts to be found in Makrinos, from coastal smugglers, brigands and pirates to treasure-hunters and archeologists, from extortionists and assassins to investigators. Some cities, like Caldera and Hesperos have a culture of swashbuckler duels and instruction, for example. Or growing towns, like Brackwater Styes, have a strong enough thieves guild, as to own corrupt town guards. Not all Makrinod rogues are criminals, it is not unusual for a bailiff in an urban area to have some expertise in roguish ways. Others use their social acumen and connections to profit from the loopholes in the complex laws and traditions of the Republic without explicitly violating them.
 

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Warlock

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not one of the 13 Gods. A warlock might lead a cult dedicated to one of the Under Gods, such as a demon prince, an archdevil, or a fey-queen, beings not typically served by clerics or might toil secretly in a solitary quest for a quick path to power. And yet, a warlock might be an apostate priestess serving an obscure syncretic version of two or more of the 13 Gods not recognized by any churches. More often, though, the arrangement is similar to that between a master and student. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf. A patron and a warlock’s agenda do not always align.

In addition to using arcane magic, warlocks are even further from clerics in that they rarely advertise their connection with the otherworldly spirit they serve. Rather, they are most often found as village witches, serving common folk with spells, remedies, and sage advice or perhaps exploiting the villagers instead, or using the role to hide more nefarious goals. The role of village witch belies their potential dealings with the dark forces, but the rumors of those dealings never far from a warlock’s reputation, regardless of who they serve.

The arcane magic bestowed on a warlock as a result of this pact ranges from minor but lasting alterations to the warlock's being to access to powerful spells. Warlocks are not typically good fighters or proficient with many weapons, but their pact can award them abilities that make them formidable in battle.

Choosing a Patron
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst shapes their careers as well, depending on the kind of knowledge they seek and who they seek it from.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady or ancient talking animal and stumbles into a pact without being fully aware of it. And sometimes, a religious experience with a celestial Under God, revered ancestor, or syncretic form of the 13 Gods, leads a person to seek out alternative forms of piety.

You and your DM will work together to determine the nature and identity of your specific patron. [See Otherworldly Patrons]

Warlock Alignment
Warlocks tend towards supporting the cause of Chaos in the eternal cosmic struggle against Law, as they prefer the freedom to make their own choices and eschew rigid hierarchies. Furthermore, the arcane magic they tap into has its origins in the Void before Time, the realm of Chaos, even if by their nature spells add a touch of order to unpredictable power.

Ethically, warlocks are as varied anyone else, but often their relationship with their patron colors this aspect of seeing the world.

Warlocks in the Inchoate Empires
The warlock tradition and secrets are nearly wiped out in the Empires. In times past, they served as advisors to Emperors and Sultans, rose as great leaders with fiendish armies, and shepherded common folk through the tribulations of that part of the world. And while there are still some lone warlocks with an apprentice toiling with a patron’s help to find a way to gain true power or medicine men leading dwindling cults of people through harrowing rites, more than any other would-be adventurer, a warlock knows that seeking power requires moving to the East.

Warlocks in the Republic of Makrinos
Warlocks are feared and ostracized by many folks in Makrinos, as they are seen as strange and dangerous. At the same time, most people don’t make the connection between warlocks and the villages witches they rely on for everything from healing to love charms to breaking curses. But even they tend to live in shacks or other shelters on the edge of or completely outside of town.

This is not, of course, the only way warlocks are found in Makrinos, in some areas they are the leaders of local religious movements (what some call cults) or they might be found living clandestinely in a city, working as a sage, scholar, or spiritualist. In some rare cases, a warlock might be a welcome member of a church of Cyrene, Lyssara, or Myraxus.

Warlocks in Makrinos have a few words of code they to identify each other in public places, an obscure phrase and response that varies but can make clear when they are among their warlock brethren.
 

Here is a PDF version of the section on new and revised spells for those who are interested. The doc is something like 67 pages long. Actual spell lists however, are listed with their classes (which is how it should be organized, imo).

I have playtest ready versions of all 11 classes and 38 subclasses ready to go - jsut gonna revise the "creating a character" chapter and the combat & magic chapter and then gonna set up some times to play with characters made with these rules with friends.
 

Attachments


Hey all!

So I have a full and working draft of every chapter of my homebrew rules available on Google drive for those interested in downloading the PDFs - just let me know and I will share the link.

I am also doing the first playtest session this Wednesday and hope to be scheduling more in the coming weeks - they are 8pm et on a weeknight using discord and owlbear rodeo - if anyone is interested in being a playtester, also let me know - i can also just let people into the Discord who are interested in joining a discussion (not that there has been much discussing so far).
 

Okay, so I'd love some feedback from anyone willing to read a few pages of introductory material.

Imagine you were gonna join a campaign I was running and I gave you these two documents to look over. One is a general "How to make a character" overview (chapter 0) and the other is a little info about the setting and general conceit for campaigns run in the setting.

The problem is, I find it really hard to figure out what people may need or want to know before joining a game. I get a little too close and a little lost in the weeds (for example, pretty sure I don't need any of the detailed political info about the Republic of Makrinos). Leaving aside the fact that the setting info is too long at 2 and a half pages and assume that any mechanical questions are answered in the specific chapters on classes, people, and backgrounds, what is missing? What would you want to know? What is confusing?

I am trying to keep it generic with the understanding that specific campaigns in the same setting might have different themes and approaches. I tend to run a kind of guided sandbox style, but have (and would again) run much more focused campaigns around a tighter theme or plot.

Anyway, thanks ahead of time for anyone who actually reads this and gives some feedback about what else you'd want to know or what is unclear.

Setting info:

Character Creation Chapter:
 

Fantastic! Very evocative descriptions of the setting.

While details of the Inchoate Empires might help players develop more of a sense of their characters' backstories, you make a good point about not really needing such detail about Makrinos. You might consider giving just very basic details up front - some might be facts known throughout the world while some might be rumors based in fact or completely off base. Then it is up to the players via their PCs to discover more about the Republic as they adventure in Makrinos. Feeding the players bits of info throughout the sessions could be a more digestible delivery method and preserve a bit of an air of mystery, if that's what you want to go for.

The character creation rules seem pretty straight forward. Some fun little chestnuts and clever references in there! Of course, being more of an experiential learner, I'd want to create a few characters to be able to provide more useful feedback regarding those pages.

Now... let's see a map of the world!
 

While details of the Inchoate Empires might help players develop more of a sense of their characters' backstories,

Well, part of the point of the Inchoate Empires is that it is completely open to allow for PCs to make whatever kind of backstory they want independent of knowing anything about the place where the adventures are taking place. So I look at it as broad enough to allow the engaged player to make a long detailed backstory or generic enough for them to write 1 sentence of backstory ("I am ex-solider deserter who no longer believes in the cause of the Whateveria Empire, so I fled east for a new life.")

So while that backstory can be useful for shaping the version of the character who arrives in Makrinos, there is also no sense that its elements will appear in the game (though in the descriptions of classes, backgrounds, and peoples I provide some example ideas for how you might connect the now unreachable Empires with the events of Makrinos and the East).

Does that make sense?

For example, in my Ghosts of Saltmarsh+ game all the characters are from the Empires,

1. the orc-born barbarian was a former child soldier whose people were exploited by a dictator general and mostly wiped out and looking for a new life and heard rumors of others of his kind in the east.

2. the gnome bard was curious about the world beyond his secluded gnomish community, but found the empires too dangerous to him to sate his curiosity, so traveling East where gnomes are supposedly more open and involved made sense.

3. The tiefling ranger was an urchin who fled her crime family and lived in the woods for years, before finally deciding to move to Makrinos where her family was unlikely to follow, but there was an old family friend from her childhood who she heard had fled the criminal life too - so she wanted to emulate him.

4. the human druid was a former barrister and criminal who when things turned bad with the law, fled to swamp, joined a druidic circle, had a dramatic change in outlook and decided to find his estranged husband who had fled East when the guard came looking for them.

As you can see from these examples, the stuff in their past shapes them and there is room for some connection in the adventures, but it is not the focus (the estranged husband turned out to be smuggler and turning a blind eye to working with slaves, and thus a nemesis for the party, the old family friend ended up being a reliable fence in the new land, the barbarian pursued rumors of an underground city of orc-born somewhere on the island, and meanwhile they undertook adventures.

I do think you are right in suggesting that I should change the focus of how I am introducing Makrinos to be more of a "this is what you know or expect or wonder about " rather than, "Let me tell you have Senators are elected. . ." :ROFLMAO:
 


Okay, so I completely rewrote the "Welcome to Makrinos" section and removed almost all the detailed info that got us in the weeds with the republic's various elected offices and blah blah blah. Instead, I took advice from @Swarmkeeper and another friend not on ENworld and went with an approach where info is a little more nebulous, since starting characters are new arrivals in this distant part of the world. So I made a table for rolling starting info about your destination. Everyone has the same 3 basic bits of info and then rolls on a d100 chart a number of times equal to 1 + their INT or CHA modifier (their choice). If the result is 0 or lower, they are just ignorant beyond the basic info.

Anyway, here it is (some of the specific results may still be replaced or rewritten)

 

I am hacking at the Encumbrance rules again, to try to simplify and abstract it even further. I have been discussing them over on the Discord for Mearls's patreon.

It is a Gear Slot system, like before, but now it is mostly container based and includes "Negligible Items" which don't cost any slots as long as they are in a container, and limit it to a reasonable number. Yes, I have added "common sense" as a simplifying mechanic because, 1. I'd rather hash it out roughly every now and again then force everyone to niggling math, 2. I only design for my table, and everyone I play with is reasonable enough that I don't have to worry about abuse.

Anyway, it is attached. . . here
 

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