D&D 5E [D&D 5e Lite] Campaign project : Ravyn Forest

atanakar

Hero
Thinking a lot about my next D&D campaign and how 5e works, these days. I really like it when the system (characters) and the setting match perfectly. I've done so many campaigns (world building) since 1981. I need to create something entirely new if I want to continue playing D&D.

The setting is in a deep and vast forest. The technology level is lower than typical D&D level (no chain and plate armours). I'm aiming for a horror fantasy and gritty Grendel-like stories. The Gods are far removed and unreachable.

I've decided to ban all regular D&D classes and build four new ones. No sub-classes attached. I don't plan to go beyond level 6 with this. From the DMG I will use: Proficiency Dice, Ability Check Proficiency (no skills). No Tools. Humans only. No backgrounds. Slow Natural Healing. Plus a home-brew Sanity rule.

HEALING : There are no healing spells in this campaign. Characters will only be able to heal using their HDs. To do so they will need a «Focus». A Focus is a Class Feature. When used it allows the player to spend HDs to heal his character. This is very different than just saying, during short rest, I spend HDs to heal. That is not possible in the campaign. The only exception to this will be after a Long Rest, using the Slow Natural Healing option, the PC can heal using HDs and they only regain 50% of HDs each morning.

CLASSES: The four classes are built for a unique short term campaign that will only not go beyond level 6. As such they do not work the same way as 5e D&D classes and will not interact with them since foes in 5e are not built like characters. The Beastkin class, much to my surprise, turned out to be a Race-as-Class once it was finished. I like it a lot. You will recognize several class features from other classes. Some of them are identical while others were reworded to fit this campaign.

ABILITY IMPROVEMENTS : None


PROGRESSION: Advancement of the characters will occur after a fixed number of 4-5 hour games played.
________________
Level 2 : 1 session
Level 3 : 2 sessions
Level 4 : 3 sessions
Level 5 : 3 sessions
Level 6 : 4 sessions
_________________

The campaign will end after an additional 2 sessions. For a total of 15 sessions. Which will take about 12-18 months at the pace we play RPGs.
 

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GUARDIAN

The Guardian is well versed in survival, skirmish combat tactics and is a leader of men.

Class Features
As a guardian, you gain the following class features.

  • Hit Points at 1st Level: Constitution Score + Constitution modifier
  • Hit Points at Higher Levels: 6 + Constitution modifier


Proficiencies
  • Armour: Scale Mail (14 +dexterity, max 2)
  • Shield (+2AC)
  • Weapons: Bows, clubs, daggers, darts, javelins, swords (long, short), spears.
  • Saving Throws: Charisma, Dexterity
  • Skill Proficiency: Charisma, Dexterity
  • Proficiency: 1d20+1d4 to rolls

Archery
You gain +2 bonus on attack rolls you make with bows. You can make two bow attacks per round.

Natural Explorer
Favoured Terrain: Forest. Double proficiency die on checks: 1d20+2d4.

Guardian Inspiration
As a bonus action you inspire one creature of your choice that can see you within 60 feet. The creature gains a 1d6 inspiration die. For 10 minutes it can add the 1d6 to an attack, ability check or saving throw. Once used it is lost. Once per Charisma modifier, per day.

Rousing Speech [HD Focus]
Twice per day, during a short rest, the power of your orations revitalize the spirit of your comrades in arms. They each regain hit points after spending HDs.
 

WARRIOR


Class Features

As a warrior, you gain the following class features.

  • Hit Points at 1st Level: Constitution Score + Constitution modifier
  • Hit Points at Higher Levels: 7 + Constitution modifier


Proficiencies
  • Armour: Scale Mail (14 +dexterity, max 2)
  • Shield (+2AC)
  • Weapons: Simple weapons, martial weapons
  • Saving Throws: Strength, Constitution
  • Skill Proficiency: Strength, Dexterity
  • Proficiency: 1d20+1d4 to rolls

Defense
You gain +2 AC bonus while wearing armour.

Protector
When a creature you can see attacks a target, other than you, that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Splash Damage
When one of your attacks kills an enemy, if another enemy is within your reach and there is unused damage, as a bonus action, make an attack roll. On a hit the second creature takes the left over damage from the first attack.

Weapon Master
When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon, you can re-roll the die and use the new result, even if the new result is 1 or 2.
 

BEASTKIN


Class Features

As a beastkin, you gain the following class features.

  • Hit Points at 1st Level: Constitution Score + Constitution modifier
  • Hit Points at Higher Levels: 6 + Constitution modifier


Proficiencies
  • Armour: None
  • Shield: None
  • Weapons: None
  • Saving Throws: Strength, Dexterity
  • Skill Proficiency: Strength, Dexterity
  • Proficiency: 1d20+1d4 to rolls

Animal Ancestry
Your are a human touched by animal ancestry. Only one child in a hundred is born a Beastkin. Because of your feral appearance you are taken from your family and trained in the arts of non-weapon combat by a Beastkin Master. A family in which a Beastkin is born gains a higher status and more prestige.

Your appearance is feral and you suffer -2 Charisma when dealing with people outside your community. Roll on the animal ancestry table to learn the origin of your appearance and the benefit you gain:

Animal Ancestry Table

_______________________________________

01-07 : Wolf, +1 Strength

08-13 : Bear, +1 Constitution
14-20 : Lynx, +1 Dexterity
_______________________________________

A beastkin is proud of his animal ancestry and will not take steps to hide it even in the face of open hostility.

Natural Weapons
Beastkins have two powerful retractable claws that can inflict damage equal to regular weapons. At 1st level the Beastkins claws inflict 1d4+1 damage for each hit. At 3rd level they deal 1d4+2 damage. At 5th level 1d4+3 damage.

Keen Hearing and Smell
Advantage of perception checks related to these two senses.

Unarmored Defense
Beginning 1st level, while you are not wearing armour, and wielding a shield, your AC equals 10 + Dexterity modifier + Strength modifier. At level 3 your base AC is 11. At level 5 you base AC becomes 12.

Deflect Missiles
You can use a reaction to deflect missiles when you are hit by a ranged weapon attack. When you do, make a Dexterity Save against DC14. If it is successful, the damage of the attack is reduced by your Dexterity modifier.
 

SHAMAN


Class Features

As a shaman, you gain the following class features.

  • Hit Points at 1st Level: Constitution Score + Constitution modifier
  • Hit Points at Higher Levels: 5 + Constitution modifier


Proficiencies
  • Armour: Hide (12 +dexterity, max 2)
  • Weapons: Daggers, darts, quarterstaff, sling, short bow
  • Saving Throws: Intelligence, Wisdom
  • Skill Proficiency: Intelligence, Wisdom
  • Proficiency: +1d4 to rolls

Deformity
Shamans are chosen at birth because of their deformity. The malformation is considered a sign that the infant has a strong connection with the invisible forces of the cosmos. When creating a shaman roll on the deformity table.



Deformity Table

_______________________________________

01-07 : Crooked Neck, -1 charisma
08-13 : Goat foot, -1 dexterity, -5 feet move
14-20 : A smaller arm, -1 strength
_______________________________________

A shaman is proud of his deformity and will not take steps to cure it. The deformity is a symbol of his status in the region. Loosing it would be a great lost of prestige and credibility. The deformity does not affect the shaman’s ability to cast spells.

Attunement with the Cosmos
As an action action the shaman can Detect Magic, Good and Evil.

Attunement with Nature
As an action the shaman can Detect poison and diseases.

Commune with the Dead
As a Ritual the shaman can Speak with Dead.

Medicine Man [HD Focus]
[as a touch action] Ancient healing arts and mystical energies help you heal the wounded using the internal energy of their body and mind. Alternatively you can cure the target from one disease, poison or a condition. The target must spend one HD to be healed, cured or restored. The shaman can do this a number of times equal his level +2, per day.

Spellcasting
As a student of shamanism your spells are acquired through drug induced vivid dreams with the guidance of your master. Once a spell is learned it is engraved in your memory for life. Shamans draw their spells from a limited list of spells.

Cantrips
At 1st level your character knows all the cantrips from the Shaman spell list.

Preparing and Casting Spells
The Shaman table shows how many Spell Slots the shaman has to cast spells of 1st level and higher.

Spellcasting Ability
Wisdom is your spellcasting ability for your shaman.

Spell save DC = 8 + proficiency bonus + Wisdom modifier.

Spell save DC = 8 + proficiency bonus + Wisdom modifier.

Spell attack modifier = proficiency die + Wisdom modifier.

Ritual Casting
You can cast spells as ritual if the spell has the ritual tag.

Learning Spells of 1st Level or Higher
At first level the shamans knows four 1st level spells. Each time you gain a shaman level, you discover three new shaman spells during drug induced dream trances with your master as a guide. You also gain extra spell slots.

Spell Recovery
Once per day when you finish a short rest, you can choose expended spells slots to recover. (PHB p115)

Spell Slots per Spell Level
 : See Wizard level 1 to 6.

Spells List

Cantrips (all)

Druidcraft
Guidance
Light
Produce Flame
Resistance
Shillelagh
Thorn Whip
Thaumaturgy

1st Level
Animal Friendship
Armor of Agathys
Entangle
Faerie Fire
Fog Cloud
Speak with Animals
Purify Food & Drink
Thunderwave

2nd Level
Animal Messenger
Barkskin
Gust of Wind
Locate Animal or Plant
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth

3rd Level
Call Lightning
Conjure Animals
Create Food & Water
Daylight
Protect. from Energy
Sleet Storm
Spirit Guardian
Wind Wall
 

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