D&D 5E [Creative] Spheres of Power & Might by Setting

Libertad

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Spheres of Thylea: the Spheres System for Odyssey of the Dragonlords

A world that is approaching the end of an uneasy peace between gods and titans. A world where dragons, now long forgotten, proved the salvation of mortals against the cruel whims of giants and fey. While the divinities of Thylea are powerful, history will be shaped not by them but by the hands and deeds of legendary mortals.

Major Traditions: Drawing inspiration from Antiquity rather than the Medieval era, Thylea’s traditions are reflavored in line with such concepts. Casting Traditions drawing influence from the divinities are common among both native and settler races and are mostly aligned with either the Five Gods or the surviving Titans. Other forms of magic exist, although Artificery and Traditional Magic are most common at the Academy of Mytros, while the fey races and druids draw power from their own connection to the land via Druidic, Fey Magic, and Natural traditions. Those with Sorcerous Blood most commonly have the Inherent Divinity subtradition.

For martial traditions, those which utilize shields, spears, and one-handed swords are the most common, while heavy two-handed weapons are associated with foreign barbarians. The most common kinds of ranged weapons are javelins, slings, longbows, and shortbows. Crossbows are new inventions of the Academy of Mytros and are not commonly available.

Advanced/Legendary Talents: PCs in Odyssey of the Dragonlords are destined for greatness and well-known as heroes even before the adventure path begins. Advanced and Legendary Talents may be taken without restriction barring the below Technology Level; even if some talents are unknown to the rest of Thylea, the PCs are not so burdened.

Technology Level: The land of Thylea hews strongly to Ancient Greece, albeit with some rare fantastical innovations wrought by magic or the craftwork of Volkan the Forge God. Renaissance, Modern, and Futuristic gear aren’t thematically appropriate for this setting. Such creations, if they do exist, may be found on the Island of Time or as a unique treasure of Volkan’s.

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New Rules & Subsystems

Classical Gear: In keeping with a more authentic Ancient Greek setting, discipline talents from the Equipment sphere can substitute various weapons should the PC so desire. Mentions of the heavy crossbow can substitute the longbow, while mentions of the hand crossbow can substitute the chakram (detailed further down). The rapier is renamed the xiphos, a leaf-shaped blade specialized for thrusting and piercing. While battle axes exist, the kopis has the same stats due to its forward-curving blade. The large makhaira sword is functionally a greatsword and traditionally used by cavalry.

Following are new talents and a piece of equipment in line with culture-specific fighting styles.

New Talents

Equipment Sphere: Amazon Training (discipline): You gain proficiency with the battle axe, chakram, longbow, net, and shortsword.

Equipment Sphere: Aresian Shield Training (discipline): You gain proficiency with shields and ignore any mention of “not wielding a shield” for the purposes of Unarmored Defense, Unarmored Training, and similar effects.

Conjuration Sphere: Martial Companion: Your companion gains a martial tradition, usually Monster for those without opposable thumbs. Your companion uses your levels and proficiency bonus when determining its Sphere DC. Your companion cannot acquire legendary talents.

This talent may be taken more than once; if the companion already possesses this talent, this talent instead grants your choice of the Combat Training or Great Focus feat.

New Weapon: Chakram

Martial; 5 gp; 1d6 slashing; 1 lb.; finesse, light, special, thrown (60/120)

This circular weapon has a sharpened outer edge which can be thrown or used in hand-to-hand combat. Many warriors learn to throw it such that it boomerangs back into their hand after a successful strike.

Fame & Legend: PCs in Odyssey of the Dragonlords gain a ship with its own crew, can become political and religious leaders, and even revive the esteemed Order of the Dragonlords. Granting access to a group pool of Leadership talents is encouraged, while the Dragon Friend sidekick talent (detailed in the Dragonlance entry) is appropriate for Dragonlords-to-be.

Important milestones for gaining bonus Leadership talents include completing all three of the Great Labors, gaining possession of the Ultros ship, gaining new crew at the Island of the Exiles, helping out the lizardfolk of Fire Island, overthrowing the Cult of Lutheria on the Island of Themis in a way that earns the respect and gratitude of the Amazons, defending Mytros from the Titans’ forces, and saving at least two cities during the Apokalypsis.

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Popular Archetypes

Herculean Barbarian: The Super-Strength archetype detailed in the Supers & Sorcery writeup can be used more or less unchanged. Some other effects are trickier. The thunderwave applied to ranged weapons and immunity to poison and frightened conditions require the Magical Training feat or a dip in a spherecasting class. The Destruction sphere’s Bludgeoning blast type talent combined with the Blade blast shape is the best way for the former, while the Fate sphere’s Strength talent or the Mind sphere’s Courage and Powerful Charm talents combined together grant immunity to the frightened condition. The Protection sphere’s Protected Health talent grants resistance rather than immunity to poison damage and the poisoned condition.

College of Epic Poetry Bard: The Spherecasting Bard option can be taken as a choice with little difficulty. But for a more purist Spheres build, the Alter Ego’s Empowered subclass is the most appropriate, with individual personas dependent on the character’s self-realization of their ideal role in the saga. Inspirational Verses can be emulated via the Fate sphere’s Bless talent, the various motif talents granting advantage on certain kinds of saves, and the Protection sphere’s Energy Resistance talent. Armored Poet can be gained via the Equipment sphere’s Armor Training talent, while Protective Epithets can be emulated via the Protection sphere’s Deathless talent.

The Epic Verses isn’t easily emulated in the Spheres system, and is a bit unwieldy and requires quite a bit of book-keeping.

Prophecy Domain Cleric and the Fates Warlock Patron: Being built as a spherecasting cleric/warlock is the best way of doing this, although replacing any mention of “spell” with “magical sphere effect,” and “1st level or higher” with “expenditure of 1 or more spell points.” Divination is the most appropriate domain sphere for the Cleric, while Fate is the most appropriate domain (thematics-wise, the bonus spells don’t fit any one sphere) for Warlock.

Circle of Sacrifice Druid: The Destruction sphere’s Fire blast type combined with the Light sphere’s Guiding Light are good ways of emulating the Immolation ability. The Ritual of Mistletoe can be replicated via the Physical Magic casting tradition boon, making use of the Creation (Sustenance), Divination (Detect Magic), Life, and Mind (Inspiration) spheres and associated talents. Astrological Wisdom can be replicated via the Warp sphere’s True Teleport talent.

Hoplite Soldier: The Phalanx Fighter Martial Tradition is the most appropriate choice for proper proficiencies. The Shield sphere’s Cover Ally talent is good for emulating the subclass’ Shield Wall ability, while the Equipment sphere’s Staff Mastery talent and Fencing sphere’s Lunge talent replicate the Spear Mastery’s increased reach and hitting with the blunt end as a bonus action. The ability to intercept enemy attacks meant for allies is best emulated via the Retribution sphere’s Intercepting Strike and Raging Bull talents. The Fencing sphere has several talents that relate to the disarming of opponents, such as Bind Weapon, Fencing Focus, and Traitorous Blade. The Phalanx Wrecker capstone ability can be emulated via the Berserker sphere’s Reapers Momentum talent, or better yet the Dual Wielding sphere's Cyclone Cut legendary talent.

Way of the Shield Monk: I made a new martial tradition and talent specifically for this subclass, given that by default you cannot be proficient with shields without being proficient in medium armor in default 5th Edition and spheres. But beyond just the default tradition, the Brute sphere’s Dropkick talent combined with the Athletics sphere’s Air Stunt and Wall Stunt talents emulates the Vaulting Strike ability, while Counterattack is emulated via the Retribution sphere’s Cross Counter talent. Shell of the Dragon Turtle can be emulated via Flexible Cover, although Undaunted Spirit is a bit harder. Gaining advantage on attacks based on a foe’s size category is not easily replicable, but the Athletics sphere’s Close Quarters Training and Scale Foe talents are designed for use against larger opponents, while (temporary) immunity to paralyzed and frightened conditions can be accomplished via the Guardian sphere’s Durable talent. For magical options the Fate sphere’s Freedom talent can grant immunity to the paralyzed condition (along with others) while immunity to the frightened condition can be accomplished in the same manner as outlined under the Herculean Primal Path archetype, or via the Conscript’s Fury subclass’ 10th level ability.

New Martial Tradition: Aresian Warrior-Monk

The fighting forces of Aresia are famed throughout Thylea for their willingness to wade into battle unarmoured. This martial tradition is most appropriate for the Folk Hero, Sailor, and Soldier backgrounds.

Bonus Talents:

Equipment sphere:
Aresian Shield Training, Unarmored Training
Shield sphere
Variable:
Aresian Warrior-Monks gain either Throw Shield or Versatile Shield from the Equipment sphere.

Starting Equipment:

2 spears
A shield
3 javelins
2 handaxes
An explorer’s pack

Oath of the Dragonlord Paladin: A Spherecaster Paladin is one such option, where the Oath Spells are taken from the Nature or Time sphere given the emphasis on air and mobility. Alternatively, a gish class or subclass with the Conjuration sphere and Dragon base talent is a good means of emulating the growing draconic companion. The Conjuration sphere’s Altered Size along with the Aerial Creature or Draconic Creature talent (whichever wasn’t taken for the base form) are the next most obvious choices. The Conjuration sphere’s Link talent forges a telepathic bond with the dragon.

Amazonian Conclave Ranger: Like the monk, I made a new martial tradition to more closely reflect the archetype. If going the way of the Spherecaster Ranger the rest of the class features can be used as is, with the Mind sphere the most appropriate for Ranger Archetype Talents. Otherwise a gish class/subclass is the next best option.

The Stimfay Companion can be replicated via the Conjuration sphere with the Construct base talent plus the Aerial Creature and Magical Companion talents. For the latter, the Stimfay gains the Destruction and Life spheres as its casting tradition spheres, with Thunder and Ray as the default blast type and blast shape talents and Invigorating as the bonus blast type talent from access to the Life sphere.

The Amazonian Battlecry is best emulated via the Berserker sphere, with the Dreadnought adrenaline talent. Bracer Reflection is emulated via the Shield sphere’s Guarded Stance talent, already accounted for in the martial tradition. The Chakram Technique’s multi-targeting can be emulated via the Barrage sphere’s Spinning Shot talent, while Improved Falconry can be emulated via taking the Conjuration sphere’s Martial Companion talent (detailed above), with the Stimfay gaining the Guardian sphere (patrol package) and Defend Other talents. The Pressure Points capstone feature is the hardest to pull off; the Mind sphere’s Paralyze charm combined with Powerful Charm and the Universal sphere’s Striking metasphere talent is the best way to emulate it. Finally, the Equipment sphere’s Throwing Mastery is a common choice for Amazons specializing in the use of chakrams.

New Martial Tradition: Amazon

Raised on the warm island of Themis, the Amazons are renowned for their ferocity in battle and skill with the chakram. This martial tradition is most appropriate for the Folk Hero, Outlander, Sailor, and Soldier backgrounds.

Key Ability Modifier: Charisma

Bonus Talents:

Equipment sphere:
Amazon Training
Shield sphere, Guarded Stance (Unshielded variant)
Wrestling sphere
Variable:
Amazons gain either the Beastmastery or Berserker sphere.

Starting Equipment:

(a) a chakram or (b) a shortsword
leather armor
a longbow and 20 arrows
An explorer’s pack

Odyssean Rogue: Another new martial tradition for this one! The Conscript’s Knave subclass is the most appropriate choice. Vagrant Soldier can be handled via the Equipment sphere’s Armor Training to gain proficiency in medium armor and shields, while making spears and tridents finessable is handled via the Spear Dancer talent which the below martial tradition has by default. Clever As the Gods can be emulated via the Fencing sphere’s Greater Feint talent, while Notorious Trickster can be emulated via either the Fencing Sphere’s Distracting Blades or the Scoundrel sphere’s Distracting Thievery, while its disadvantage on concentration checks can be emulated via the Guardian sphere’s Mageguard talent. Tenacious Survivor is already emulated via the Conscript’s Second Wind class feature, but Legendary Cunning is a bit harder. The closest abilities are the Beastmastery sphere’s Double Team or the Leadership sphere’s Opening Maneuver, although those are more situational and neither grant advantage on the relevant attack. This is one of the class features that cannot be fully translated to the Spheres system.

New Martial Tradition: Odyssian

Although appearing like your average phalanx soldier, the Odyssian relies upon trickery and guile to overcome their opponents. This martial tradition is most appropriate for the Charlatan, Folk Hero, Noble, and Soldier backgrounds.

Key Ability Modifier: Intelligence

Bonus Talents:

Equipment Sphere:
Pikeman Training, Spear Dancer
Fencing sphere
Scoundrel sphere

Starting Equipment:


(a) a trident or (b) a spear
2 daggers
3 javelins
Leather armor
An explorer’s pack

Demigod Sorcerer: The Sorcerous Blood casting tradition with Inherent Divinity subtradition is practically made for this archetype. Inherited Strength can be emulated as the Destruction sphere with the Ray blast shape, as it can make melee spell attacks. Empowered Magic and Ascendant Sorcery can be emulated via casting tradition boons which increase one’s proficiency bonus, Empowered Abilities and Overcharge being the most appropriate. Divine Resistance’s auto-success on a saving throw doesn’t have an equivalent in the Spheres system, although the Protection sphere’s Resistance talent is the next best thing.

Academy Philosopher Wizard: The archetype works well enough as a Spherecaster Wizard subclass. But for a purist spheres build, the Incanter class is the best choice, with the Ritualist and/or Spellbook casting tradition boons. The Mathematical Principles class feature can be replicated via the Protection sphere’s Friendship talent, while Metaphysical Principles the Universal sphere’s Spellthief dispel talent. Magical Paradox is the hardest to replicate, but the Universal sphere’s Lingering talent is the closest approximation.

Unaffiliated Martial Traditions: Below are martial traditions that don’t fit as easily into any of the above archetypes.

New Martial Tradition: Monster

There are many intelligent beings who lack the ability to wield conventional weapons and armor. But their cunning is enough to make up for this, relying upon their own natural weapons, speed, and strength.

Key Ability Modifier: Wisdom

Bonus Talents:

Equipment Sphere:
Mystic Fists
Athletics sphere
Brute sphere
Variable:
Monsters gain either Armor Training or Unarmored Training from the Equipment sphere.

New Martial Tradition: Reveler

From sadistic maenads to trance dancers of mystery cults, there are those who derive fighting prowess from ecstatic joy and divine revelation. This martial tradition is most appropriate for the Acolyte, Entertainer, Hermit, and Sage backgrounds.

Key Ability Modifier: Charisma

Bonus Talents:

Equipment sphere:
Unarmored Training
Berserker sphere
Warleader sphere
Variable:
Revelers gain either the Barroom sphere or a discipline talent from the Equipment sphere.

Starting Equipment:

(a) A shortbow and 20 arrows or (b) 3 javelins
A greatclub
2 daggers
Clothes (fine)
An entertainer’s pack

New Martial Tradition: Singer of the Skies

The natural flight of the sirens is a gift that their people honed to gain an edge in combat. This martial tradition is appropriate for a siren of any background.

Key Ability Modifier: Charisma

Bonus Talents:

Athletics sphere,
Powerful Wings
Variable: Singers of the Skies gain either the Armor Training or Unarmored Training from the Equipment sphere.
Variable: Singers of the Skies gain a discipline talent of their choice from the Equipment sphere.

Starting Equipment:

(a) A shortbow and 20 arrows or (b) 3 javelins
(a) a quarterstaff or (b) handaxe
2 daggers
(a) leather armor or (b) Clothes (fine)
An explorer's pack
 
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Libertad

Hero
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Blue Spheres: the Spheres System for Blue Rose

A land where those in power are striving for a better world…and have a real chance at succeeding! The Kingdom of Aldis is a sterling example for this hopeful tomorrow, and the Sovereign’s Finest lead by example in combating the fiendish influence of Kern, protecting others from sorcerous artifacts and shadow-gates, and other threats.

Major Traditions: The world of Aldea contains many classic fantasy archetypes, so most martial traditions that fit within this broad paradigm can be found. Most archetypes discussed in the default rules for Spheres of Might can be found here to some degree, from the cavalry of Rezea to the supernaturally-athletic Spirit Dancers. The Monster Martial Tradition covered in Odyssey of the Dragonlords is highly appropriate for Rhydan who typically rely on natural weapons in combat.

The major difference is in magical traditions. In the world of Aldea, magical powers are an inborn ability known as arcanum and whose wielders are typically known as adepts whose powers operate under a set of universal principles. Barring certain exceptions (such as Artificery being someone who makes use of magical devices), the Adept detailed in the following section will be the omnipresent magical tradition for people. Arcana in Aldea is divided into six major disciplines: Animism involves the natural world (Mind with Animal Shaman variant, Nature with plant geomancy package, Conjuration to summon natural creatures), Healing involves the manipulation of health (Life, and Death for sorcerous uses), Meditative is pushing one’s own body and mind past their limits (Enhancement, some uses of Alteration and Mind), Psychic involves mental contact and influence (Illusion, Mind), Shaping involves influence over material forces (Alteration, Destruction, Nature, Telekinesis, Weather), and Visionary imparts supernatural senses (Divination, some uses of Fate, Conjuration for summoning spirits). Additionally, the (motif) talents of the Fate sphere are associated with the cards of the Royal Road, with symbols and concepts similar to real-world tarot cards.

It should be mentioned that certain talents are incredibly common regardless of one’s vocation. Most adepts learn the Mind Shield and Project Thoughts of the Mind sphere, given that telepathy is a very common use of arcanum in Aldea. The Second Sight arcana can be represented via the Divination sphere’s various talents, Detect Charm and Detect Magic in particular. Additionally, all of the six traditions can learn how to create wards that interfere with other arcana, being best represented as the Protection sphere’s Spell Ward talent.

Advanced/Legendary Talents: Given that the reality of Aldea’s framework is different from the typical D&D setting, certain magical talents and traditions may not be available. Talents that provide easy contact with other planes and long-range teleportation, such as Conjuration’s Calling or Warp’s Planeshift, are impossible to use, instead being the province of dangerous shadow-gates. Similarly, spells that summon or banish monsters are reflavored; instead of calling upon another plane, such creatures are pulled from the fabric of the world or discorporated into it respectively.

For those who want to take inspiration from the AGE system, spells that provide outright revival of the dead are unavailable as well, specifically the Life sphere’s Resurrection and Greater Resurrection talents.

Technology Level: While a surface-level analysis of Aldea would appear close to the medieval era, the abundance of magical proficiency in society means that most nations have access to more advanced technology expressed through the use of magic items, particularly shas crystals. These devices aren’t evenly distributed: the kingdoms of Jarzon and Kern are very restrictive of their uses, being hoarded by the ruling classes.

Firearms in Aldea are called crystons, wands of shas crystals that can emit harmful energy. Treat crystons as ranged weapons for the Renaissance and in some rare cases Modern era firearms, although they don’t use gunpowder, can be used to deal nonlethal damage, and can only be used by adepts.

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New Rules & Subsystems

Note: I will be making reference to material from the Blue Rose Adventurer’s Guide for this part.

Adept

Bonus Spell Points: Varies
Key Ability: Intelligence, Wisdom, or Charisma (choose one)
Bonus Magic Talents: any two
Drawbacks: Varies (see below)

Given that an “authentic” Blue Rose campaign will have Adepts as the only “true” casters, the above should be a guideline, although some things should remain common. Adepts don’t need to make use of items to power their casting, concentration and mental willpower is important for the use and maintenance of spell effects, certain spells can be physically exhausting to cast (Draining Casting), and spells that violate the sanctity of the soul can cause corruption. Those who have trouble controlling their arcana (AGE system’s Wild Arcane talent) often also have the Mental Focus drawback. Skilled Casting is also common, often for specialized adepts depending upon which of the six major traditions in which they focus. Medicine is a common skill for healing arcanum, Insight, Intimidation, or Persuasion for Psychic arcanum, and Nature or certain tools for Shaping.

Ancestries: To make them more in line with Spheres of Power, the ancestries which grant access to supernatural feats (Rhydan, Vata) should instead grant an appropriate feat: Magical Training, Extra Magic Talent, and Magical Expertise being the most appropriate. Rhydan at a minimum gain the Mind sphere’s Mind Shield and Project Thoughts talents. Optionally Rhydan who wish to use weapons and shields manufactured for humanoids often take Telekinesis’ Dancing Weapon talent. Vata also gain Mind Shield, but their second sphere/talent choice is more open depending upon their favored discipline.

Corruption: The rules for Corruption in the Blue Rose Adventurer’s Guide work well enough for a Spheres of Power game. Generally speaking, Alteration and Mind sphere talents that are cast on unwilling people (defined as sentient beings capable of thought and self-awareness) risk corruption, as do talents that involve the creation and summoning of fiend and undead creatures. A caster’s Corruption score can be substituted for their Key Ability Modifier if it’s greater for all the typical purposes of using sphere abilities. As a reminder, sphere abilities’ effective spell levels are equal to the number of Spell Points used to cast them; 0 Spell Point effects are equivalent to cantrips.

The Fate sphere’s Divine Force and Reveal Alignment can be used to detect the presence of Corruption in others. The use of the Atonement advanced talent counts as working towards Redemption, allowing the corrupted figure to spend Inspiration to remove 1 Corruption point per casting.

Narrative Equipment: These rules from the Adventurer’s Guide can be used in much the same way. However, given this heavily negates the use of many Equipment talents, some changes should be made.

Firstly, any character with a martial tradition should be considered to have Martial Weapon Proficiency, although they can use their Dexterity for attacks dealing 1d8 damage. (discipline) talents can be ignored in most cases. Characters who would ordinarily gain equipment-specific talents such as as Dagger Bravo and Hand Crossbow Mastery have the option of either trading them in for another tradition-appropriate talent or apply the benefits of the talent to an appropriate attack type (Polearm Guard for two-handed attacks, Whip Fiend for one-handed attacks, etc).

Spheres which are contingent on the limited use of item types, such as Alchemy and Tinkerer, should remain unchanged. These spheres represent access to specialized equipment most do not have easy access to, and their talent-specific gear shouldn’t be so easily handwaved.

For Casting Traditions requiring physical items such as the Material Casting drawback, using these rules means that enemies in combat can disarm, steal, or otherwise interfere with casting.

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Popular Archetypes

Most of the Specializations in the AGE System easily map onto existing concepts. Bards via appropriate choices of Bardic Magic tradition spheres, Berserkers via the Berserker sphere, Knights a combination of Beastmastery rider package talents and Wrestling’s Impale talent, and so on. Instead I will focus on the more setting-specific concepts.

Shaper: Shapers are those adepts who focus on the physical world and the manipulation of its elements. They at a minimum have the Telekinesis sphere along with an appropriate sphere for their element: Nature’s various geomancy packages are broad, although the Weather sphere’s Weather Shaping talent and Telekinesis’ Pushed Movement talent also help represent water and wind shapers who gain power over the weather and limited flight. Flesh Shaping can be represented via the Alteration sphere’s various talents, along with certain uses of the Enhancement and Life spheres, and Light Shaping has the appropriately-named Light sphere.

Spirit Dancer: This concept is pretty close to the D&D Monk. Their Battle Dances can be represented as the Skilled Casting (Acrobatics or Performance) drawback for a casting tradition. The Enhancement sphere is highly appropriate, with the False Energy, Physical Enhancement, and Speed Control talents their most famous abilities. For martial traditions they are typically either Hermit Ascetics or Entertainer Performers depending upon their lifestyle, with both choices granting them access to the Unarmored Training talent (and Unarmed Training as a bonus Equipment talent in Performer’s case). For those who own Aldis: City of the Blue Rose, there are new fighting styles for Spirit Dancers in that book as well.

Gift of the Hart can be represented via talents that allow easier access to the Help action for allies, which makes Fencing the best choice, while the Locked Antlers and Bounding Attack stunts are best represented as the Warleader’s Shieldbrothers talent and Retribution’s Launching Uppercut talent. Shel-Shanna Style’s Circle the Moon and Moon’s Tide stunts can be represented as Wrestling’s Hard Whip and Retribution’s Raging Bull talents. Shrike’s Fall Style is represented by Athletics’ Scale Foe, Wall Stunt, and Air Stunt talents, Equipment’s Mystic Fist, and Dual Wielding’s Cyclone Cut. Finally, the Whispering Wind style can be represented as the Nature sphere’s Whispering Wind talent for long-range communication, and for the physical attacks Retribution’s Intercepting Strike, Fencing’s Parry and Riposte, and Fencing’s Parry Anything talents.
 
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Libertad

Hero
Well now, it's been a while since I worked on this homebrew project!



I have several more settings I plan on converting, in no particular order...



Brancalonia

Grim Hollow

Midgard's Southlands (I feel it's big enough to include as its own entry now)

Primeval Thule

Ptolus

Scarred Lands

Seas of Vodari



There's some others that may be interesting to do, but due to a variety of factors may take longer than usual



Adventures in Middle-Earth (different enough already from base 5e)

Iron Kingdoms Requiem (5e conversion of setting, but drafts so far have left me cold)

Midnight (love it, but would need to reread the setting)

Beneath the Monolith: Numenera 5e (don't own the book, heard there was some problems with the conversion)

Planegea (KickStarter, still being developed)

Ponyfinder (not my thing, but it is popular)
 
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