D&D 5E Sword & Sorcery / Low Magic

Is there a reason you didn't include the Champion and Samurai?
Nope. I was trying to keep 3 archetypes per class, including at least one that can use ''magic without spellcasting''. Samurai and champion would be legit choices as well, as are the Assassin, Swashbuckler and some other barb's archetypes.

and I feel the UA Brute is way cooler than the PHB champion! :P
 

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That's what I did when I ran Primeval Thule. Worked well. I limited the amount of magic quite a bit, so the spellcasting progression of someone with all three feats was 4/2/1. OTOH, I allowed characters with the Sorcerer feat to attempt rituals to cast spells of a higher level than their slots, with some risk.

Posting the feats in case it's useful to someone.

Magic Initiate: Prerequisite: Intelligence 13. You learn two cantrips and one 1st-level spell, and you gain one 1st-level spell slot. Your spellcasting ability modifier is Intelligence. You may choose your spells known from any spell list or combination of spell lists. For example, you could choose guidance, shillelagh and hex. Spells must be thematically appropriate to a sword-and-sorcery campaign. As a rule of thumb, most abjuration, enchantment, illusion, and necromancy spells are in; splashy evocation and conjuration spells are out. It’s possible we could “refluff” some spells that would otherwise be a bad fit. For example, magic missile could be reworked as agonizing pain, which simply inflicts necrotic damage in the specified amount upon the target of the spell. When in doubt, just ask. When you take this feat, you also become eligible for the next feat in the spellcasting feat chain (see Magic Adept, below).

Magic Adept
Prerequisite: Magic Initiate. Your exploration of the dark arts is progressing nicely. You gain the following benefits:
  • You learn one cantrip, two 1st-level spells, and one 2nd-level spell, and you gain two 1st- and one 2nd-level spell slot.
  • You gain the ritual spellcasting feature, allowing you to cast any known spell that has the ritual tag without expending a spell slot.
  • You can use magic items restricted to any spellcasting class, though these items are exceedingly rare in Primeval Thule.
Sorcerer
Prerequisite: Magic Adept. Your mastery of things Man was not meant to know is nearly complete.
  • You learn one cantrip, one 1st-level spell, one 2nd-level spell, and one 3rd-level spell, and you gain one 1st-, one 2nd-, and one 3rd-level spell slot.
  • You can learn new spells from scrolls, grimoires, and similar sources.
  • You can learn and cast spells with the ritual tag of a level for which you do not have spell slots. To perform such a ritual, you must make a sacrifice unique to each ritual spell, and you must make an Intelligence (Arcana) check with a DC equal to 10 + the spell level to complete the ritual successfully. Finally, you must make a Madness check with a DC equal to 10 + the spell level or gain one affliction from the Madness Table.
I love the idea of reducing magic down to a feat chain.
 

Historically speaking, isn't 5'-8" rather tall? IIRC, the average Viking man was about and 5'-7" Romans were a few inches shorter I believe.
Perhaps, but historical accuracy isn't essential to pulp fantasy and Sword and Sorcery.

My point is that despite my average height (for these days at any case), my frame is much lighter than that of other people of the same height but with an extra 80 lbs on. So even though my height would fit me in the Medium size category according to D&D's standards, I might be a Small creature (D&D speaking). I am not weaker than my peers, I can wield average-sized tools just as easily as any other guy, but I lack the sheer body mass to be effective with a weapon D&D would considered Heavy, and would be at a disadvantage wrestling a Large creature. That's what a Small creature in D&D is in essence.

As such, I think halflings and gnomes can be reskined as a humans of average height without breaking immersion, albeit with a lighter frame.

[edit] as a matter of fact, I really don't care for the aesthetics of gnomes, but reskinned as humans, that'd be my next character in a heartbeat, small size "penalties" and all.
 
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The more I think about what I'm going for the more I think something like a half-rest is needed. I don't like gritty realism's one-week long rest. That seems excessive. You do make a good point about magic cold war though. Something like a long rest cut in half, resource wise. It still takes eight hours to complete, but you get half of what a normal long rest provides. So all your short-rest resources return, any of your 1/long rest resources return, except spells. You get 1/2 of your hit points and 1/4 of your hit dice. But for spell slots you get 1/2 rounded up back. Or something.
I plan my next campaign around a variation of Gritty Realism mirroring our own weekly structure; short rest = 1 night, long rest = 1 weekend.

When we feel exhausted after a big week at work, we joke about refreshing our long-rest abilities over the weekend, and complain of needing a long rest.
 

I disagree. Obviously, I don't know your version of Sword and Sorcery, but I feel we achieve a pretty good Conan vibe to our D&D games. It is actually very easy to do in 5e IMO.

Conan was the predominate fantasy I grew up with (more than LotR), so it has always influenced my D&D. We pretty much achieve that feel in any edition I've played (1e, 4e, & 5e).
I am with you. Imho, Conan is the template for Sword and Sorcery. I just don't see how 5e (and especially 4e, which I really like too) conveys it. But that is awesome you got it to work for your group. Nicely done. Are there any specific altercations or modifications you made?
 

especially 4e,
I think that 4e had the distinct quality of making PCs be able to be big damn heroes capable of withstanding incredible amount of punishment without requiring spellcasting.

Second Wind, Action points and such were a great help for this kind of fiction, as were the Inherent Bonus + masterwork equipment (from Darksun 4e?) that replaced the magic items threadmill.

The Martial practices (mundane rituals) were also fun.

Warlords, rogue, ranger, barbarian (ish), fighter etc are all quite able without resorting to the ''corrupting'' power of magic.
 

I am with you. Imho, Conan is the template for Sword and Sorcery. I just don't see how 5e (and especially 4e, which I really like too) conveys it. But that is awesome you got it to work for your group. Nicely done. Are there any specific altercations or modifications you made?
If we want to do S&S with D&D we use our standard house rules (revisions to Hit Points, Rest, & Healing; heroic surges), but we also eliminate or severely restrict casting classes. As some else posted up thread, in S&S the villain is the sorcerer - not the heroes. I almost always run a low magic campaign (magic and magic equipment are rare and mysterious) and I think that is part of the Conan style too. It also helps if most of your encounters are with mook types and only a few really difficult "elites," or I guess legendary encounters.

To me S&S is: heroic martial characters and rare & mysterious magic. We don't find that difficult to do in D&D.
 

So I’ve been reading a bunch of my old Sword & Sorcery fiction and watching a bunch of the often wonderfully terrible fantasy movies from the ’80s and wondering about Sword & Sorcery 5E.

I know there’s a difference between low magic and Sword & Sorcery. They don’t always go hand-in-hand, but for the feel I’m looking for they do.

This is kinda hard to pull off in 5E considering there are only three classes who are not casters and each of those have caster or specifically magical subclasses. So unless you want the whole party made up of barbarians, fighters, and rogues, we need to either clamp down on magic and casters or start homebrewing a bunch of other classes.

The easier solution is to clamp down on casters. Of the various ways to do so, I think bringing back our old friend uneven advancement is the easiest and most familiar fix. There are three levels of caster in 5E: full, half, and third. You could give each a multiplier for xp necessary to advance. Say x4, x2, 1.5 for ease of use. You could also make any casters use the Spellcaster Sidekick class, though I’m not sure how well that would go down.

Any other thoughts or ideas on doing low magic Sword & Sorcery with D&D 5E?
Use Adventures In Middle Earth classes?
 

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