D&D 5E The Bible Is A New 5E Setting

The Adventurer’s Guide to the Bible is a 5E setting and adventure set in the first century AD. The 350-page book, created by Bible enthusiasts, included four new lineages, a range of subclasses, and an adventure for character levels 1-10, along with a full first-century AD setting with locations like the Library of Alexandria and the Hanging Gardens of Babylon, NPCs, and monsters such as...

The Adventurer’s Guide to the Bible is a 5E setting and adventure set in the first century AD.

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The 350-page book, created by Bible enthusiasts, included four new lineages, a range of subclasses, and an adventure for character levels 1-10, along with a full first-century AD setting with locations like the Library of Alexandria and the Hanging Gardens of Babylon, NPCs, and monsters such as giants, seraph serpents, angels, and demons. The adventure itself involves a search for three missing Magi.

It's $25 for a PDF, or $39 for a hardcover.


Cleopatra is dead. Rome and Parthia struggle for control of the Fertile Crescent in a bid for world domination, while local politics in the Middle Kingdoms become increasingly divisive. The prophecies of the so-called “Messiah” have long been forgotten, and an ancient Evil lurks in the shadows, corrupting the hearts of humankind. Three of the wisest mystics known as the “Magi” travelled to Bethlehem following a star they believed to be a sign. They never returned. Hope grows dim as the world descends into darkness. What we need are answers... and those brave enough to seek them.


This isn’t the first biblical era setting for D&D, although it might be for 5E. Green Ronin released Testament: Roleplaying in the Biblical Era for 3E over a decade ago.

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RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
There’s a Dungeon adventure during the Crusades with stuff like the True Cross. Not quite what you were thinking, I suppose.
There was a 3.5E-based game called Testament, which was for Biblical roleplaying. It was excellent, well-researched, and I suspect absolutely not for that the guys in the OP were going for.
 

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Stormonu

Legend
Grrr...I managed to miss this KS due to my wife's waffling. Should have backed.

Does anyone know how to get a printed copy and/or PDF? I've been trying to read through their updates to find info - see that retailers had an option to buy in, but I can't find anyone selling it and its not showing up on DriveThru.
 

Davies

Legend
Grrr...I managed to miss this KS due to my wife's waffling. Should have backed.

Does anyone know how to get a printed copy and/or PDF? I've been trying to read through their updates to find info - see that retailers had an option to buy in, but I can't find anyone selling it and its not showing up on DriveThru.
I suspect we're still in the KS-exclusive period, so it's going to be a (probably short) while before it's generally available. Patience, one of the more difficult virtues, etc.
 

Grrr...I managed to miss this KS due to my wife's waffling. Should have backed.

Does anyone know how to get a printed copy and/or PDF? I've been trying to read through their updates to find info - see that retailers had an option to buy in, but I can't find anyone selling it and its not showing up on DriveThru.
Retailers etc won't have it yet, the hardcopies are still a month or two away from being ready for KS backers. Once that's done I expect they'll be more widely available. Fulfilment has been through Drivethru, so I'd guess that'll be your best bet once it's released.
 

By request, a let's read...

First of all, the book as a whole is a mostly classy, high-quality piece of work, 361 pages, full colour. The graphic design and layout are solid, there's no dangling headings at the bottom of pages etc, though I DON'T like how the font used for minor headings just looks like enlarged Times New Roman. The art is all original and technically very good though there's some nitpicks i can make. The much-discussed anachronistic armour etc on the cover was obviously a point of some controversy among playtesters, because the authors saw fit to acknowledge and try to justify it in the fronticepiece, but another one which irritated me slightly was an illustration of a Parthian city that was all medieval castle with towers with pointy conical roofs like something out of a Disney animated movie. Character illustrations for significant NPCs are common (and universally brown-skinned, except for the Romans), although there's a bit of a tendency for female NPCs to be drawn young and hot and draped in rather scanty 'exotic' garb etc even when this contradicts their stated age.

Foreword. Talks about how storytelling is a powerful formative human experience, and an RPG is one form. Can be used to make more real the world of the bible, but also, it's just a game and the point is to tell a good involving story.

Introduction is BIG, there's lots of stuff they want to cover here, a lot of it feels like pre-emptive disclaimers. What is an RPG? Why the bible? (RPGs are a modern form of the oral tradition, and allow people to imagine themselves in the shoes or dealing with the dilemmas of people in those times or the in the familiar biblical stories) Degree of biblical accuracy? (there's a LONG appendix where they offer biblical references for the monsters/people/events they use in here, for the use of people who are concerned about textual authenticity, but also a note that this is a game and a story, not a script) Magic? (magic can come from god, from talent/skill, or from evil spirits; good miracles and evil sorcery are distinguished by the purposes to which they are put, magic for helping others is good, magic for selfish gain is evil; the word 'spell' is a purely game mechanical term used for both) Content sensitivity? (morality is individual not national, there are good/bad Jews/Egyptians/Romans etc, don't stereotype. Also, a very reasonable and sensible discussion of session zero and being sensitive about topics/themes that players might find uncomfortable or traumatising, which is VERY NECESSARY considering some of the material in the campaign!) In-fiction discrimination? (Again, a sensible discussion about how historically there was loads of racial/religious/gender discrimination at the time, but how DMs should talk to their groups about the degree to which this is included in the game). Sticking to the bible story? (the campaign runs in parallel to the gospels but doesn't follow Jesus every step of the way. Don't just walk through the New Testament word for word, the game is boring if everyone knows how it ends, and someone IS going to fireball the Sermon on the Mount if they get bored and feel railroaded) And finally, DMing for non-believers? (It's a game first and foremost, have the discussion about how the game assumes the truth of Christianity before the campaign starts and make sure all players understand that so there's no upset later, but don't proselytise in-game. Let people have fun, a game is not the right time or place to have major real-life spiritual discussions)

Setting

Covering the basics of the world, what everyone would know. Major powers are the dominant empires of Rome and Parthia who influence or colonise most of the ancient Fertile Crescent empires, Judaea, and Egypt. They're on the brink of war, with Sheba hiding down the bottom of the Arabian peninsula playing Switzerland. China and India way off to the east somewhere and are mostly used in the context of 'a faraway place we trade with sometimes'

Couple of pages on languages (which matter in this campaign more than most). The part of 'Common' is taken by Greek.

Rome, Parthia, Greece, Egypt, Sheba, Judea, India, China, and the nomads of the desert all get a bit of 101 discussion about government, religion and pantheons, military, culture, trade, and their presencce in the region (very minor in the case of India and China). The history here is pretty questionable, obvously there's only so much you can do in about 2/3 of a page each, but this is Hollywood history not serious history. Though the authors are clearly setting your non-Judean PC up to be ready for conversion once they meet Jesus though - Sheba and the nomads are talked up as being followers of the Abrahamic religions (which I'm pretty sure was NOT the case for the latter at least), and there's a bit of distinctly poor-taste discussion about how Hinduism in particular is basically comparable to one-true-god monothetistic. Confucianism gets the same treatment, though marginally less blatantly.

Coinage, a nice and evocative bit on typical foods, common domesticated animals, tech level of tools and weapons and armour (some gear isn't available or is very expensive, the best armour available is lorica segmenta which I think counts as plate)

God and Cosmology

The setting and campaign assumes a benevolent omnipotent monotheistic god, who is worshipped in various different imperfect ways (and monotheists are stated as not necessarily being better or closer to the truth than polytheists). The campaign takes place at a time where god has taken human form to bring hope and understanding. Magic is real and can be accessed via god, via demons, or via talent and study. There are two 'planes'. Sheol, which is the realm of the dead, and 'beyond the veil', which is where angels and demons dwell in their natural forms, though they can push a lesser form of themselves through to the real world. Bit of discussion about angels and demons and their roles in the setting (no blood war here, they're all fallen celestials!)

Next up, campaign intro and character options...
 


J-H

Hero
As I understand it, in Judea, yes. However, we also know that at least some Roman soldiers posted there would not speak Aramaic or Hebrew (the centurion going "Paul, what are you telling them?").

Latin would be most common throughout the Roman Empire as the ruling tongue. However, Greek was also a major language of the educated, which in Judea would include many "Greek" Jews. Among other factors, this was due to the prominence of Greek teaching (Aristotle, Archimedes, Plato, etc.) as well as the regional Hellenization that came as a result of the Alexandrian conquest and successor kingdoms.

You could make a convincing argument for any of the 3 languages as "Common" for game purposes.
 

Plot overview

Next we get a summary of the shape and sequence of the campaign.

Our bad guys are an order of seven demons who embody the Seven Deadly Sins. There's a prophecy that the messiah will lead to their downfall so they're trying to get rid of him before he can. Similarly, the three magi who attended Jesus at his birth are also reasearching the prophesy, from the point of the good guys, but the magi are widely scattered and hard to find.

PCs start in Nineveh, hired by an old blind merchant to guard his son and a taciturn wilderness guide on a trek to the city of Teredon to cash in some investments. There's a few random encounters on the way, then upon reachin Teredon it turns out that said son has a secret love interest there, and things are Not Okay with her. PCs will expose (but not permanently defeat) the demon responsible for this state of affairs with tha aid of said guide who turns out to be an angel in disguise. Angel says the PCs fought well and invites them to meet him in Egypt at some point to pursue the demon further, then teleports off.

Then there's a fairly sandboxy stage where the PCs can search for the Magi and go for round 2 with the demon in Egypt. After that, they've probably learned enough to identify the Messiah, so it's off to Judea where they touch base with a whole bunch of Gospel personalities and meet Jesus (strongly implied here is that the PCs are expected to become followers of Jesus at some point in this process). Then there's another sandbox phase where they go around and hunt down the next 4 demons (and their cults and servitors) at various landmarks of the ancient world, then it's back to Judea to provide moral support for Jesus at Gethsemane, and witnessing the crucifixion. THe crucifixion also acts as a 'ritual' of sorts that strips the remaining two demons of their human disguises, and makes it so that if they are slain they can never return to earth (the whole principle is that the sacrifice of Jesus banished 'sin' from the world, and since the demons were embodiments of the 7 deadlies... you get the idea). After the crucifixion it's a quick teleport to the dungeon where the last two demons lurk for a big beatdown, and end campaign.

Milestone levelling is used, since it's not particularly combat-heavy other than the big climactic demon smackdowns. There's a LOT of travelling and long distances involved, the campaign might take years of in-world time, there's lots of biblically themed sidequests etc to occupy you in the meantime. There's some advice about handling TPKs and the like, and a couple of fairly generic plug-n-play encounters in the form of prison breaks and gladiatorial combats you can run if the party gets beaten and you want to decide that they were captured rather than killed.

Creating a character.

Bit of discussion about pre-campaign expectations, and how the DM should lay ground rules ahead of time if they want a no-spellcaster game, or what if one of the players wants to play a halforc? There's 'Grace', an alternate quasi-alignment system, a single numeric value on an axis defined by how good you've been by god's standards, which has mechanical impacts at some points in the campaign.

A few backgrounds, nothing particularly notable.

Recommended lineages are human, giant, nephilim, rephaim. All use set ability score modifiers (a sidebar says that's cos the OGL says they have to but unsubtlely hints at other methods)

Giant - big and strong, 40 ft movement, bonus carrying capacity, Intimidate proficiency, and damage vs objects. Come from their own isolated tribes but can be found in human cities, where they tend to get stereotyped as bruisers regardless of what they want.
Nephilim - immortal descendents of humans and celestials who live among humans. Live forever but tend to reset their own memories every century or so when all your friends/family dying gets too much to handle. Celestial type, know sacred flame, cast Detect Good/Evil 1/short rest.
Rephaim - creepy beings from the border of reality and Sheol. Darkvision, necrotic resistance, access to an array of shadow/death-related spells as they rise in level.

Subclasses

I do like that most classes in this section have a bit of flavour text illustrating different examples of the class in question. A bit like the class flavour text in the PHB, but setting-specific.

  • Nazirite (Barbarian) - a dedicated sacred order, this is a grab-bag of abilities replicating Samson, basically. Extra melee damage and carrying capacity, blindsight (60ft range while raging!) and fear/charm immunity while raging. Not too coherent thematically, but fairly powerful.
  • College of Parables (Bard) - someone who illustrates lessons theough storytelling. Give allies temp hp, a nice stun attack that doesn't cost inspiraton points, and the abiltity to actually talk someone into believing they're in one of your stories, a bit like phantasmal force. I do like the 'you can tell a story and use it to send secret messages to your allies' bit though, cute and thematic.
  • College of Psalms (Bard) - a holy singer who's kinda at the mercy of their inspiration. Two free proficiencies is nice, but the class is built around a random table like the Spirit College bard from Ravenloft, you spend an inspiration, then roll the dice to generate an ability you bestow on an ally. I'd allow this in pretty much any campaign.
  • Prophesy Domain (Cleric) - a messenger/crusader specifically empowered by god for a particular task. This is overpowered and I wouldn't allow it. Two bonus proficiencies and the ability to speak to anyone regardless of language, deafness, or silence spells (I like this bit, it's a nice idea) but the Channel Divinity effects are nuts. From 2nd level you can channel divinity to basically get a divine vision that's a better version of Divination (specific to your sacred mission). From 6th level you can channel divinity to judge an enemy, which can include such effects as imposing disadvantage on all their saves or all their attack rolls for 1 minute, with no save applicable9!) Just a no-brainer to use All The Time. Also, a grab bag of immunities and resistances because why not at this point?
  • Baptist (Druid) - focuses on the ability of water to cleanse or bring new life. A few extra water-related spells, and the ability to reduce or eliminate their impact on friendlies, plus can use wildshape to take a 'transendent form' which gives a LOT of bonus hp plus advantage on charisma and concentration checks. But the interesting bit is their 'baptism' feature. By baptising a sincere creature (not yourself) in certain specific waterways of spiritual significance, you can give that creature permanent bonuses, from ASIs to new cantrips known to energy resistances etc etc etc, depending on the baptism location. This is certainly a flavourful feature, but I don't know what to think about it. It's certainly powerful, but it's a powerful ability that the PC themself cannot directly benefit from. Very thematic, but how would it play?
  • Spartan (fighter) - you know what thes are. They're definitely Hollywoodised spartans rather than the real historical thing (there's a lot of that in this book), and their presence here is justified by some creative interpretations of questionably authentic passages from Maccabees that date back hundreds of years before this era when Sparta was basically a thoroughly subjugated theme park where stodgy old Romans took their wayward youths in the hope they'd learn lessons of self-denial, but eh, whatever. The subclass itself could work for any gritty infantry shield-wall soldier though, from a hoplite to a legionary. Mostly defensive abilties, sharing their shield bonus with adjacent friendlies and an improved shield bash.
  • Vanguard (Ranger) - a silk road caravan guard, basically, who's accustomed to walking though hostile and supernatural-infested terrain and watching out for their charges. Can't be surprised and bonuses on the first round of combat, a list of bonus spells known that deal with supernatural evils (see invisibility, dispel evil, death ward etc, which are all very pracical and very handy to a ranger with a limited spell repertoire), and the ability to make a reaction attack against an opponent who is attacking an ally, which'd be GREAT for an archer ranger. I like this one and would allow it in pretty much any campaign (so long as Sharpshooter was removed, cos that could get nasty)
  • Zealot (Rogue) - basically an urban guerilla. A bunch of really niche and situational crowd and city-related abilities, though some more general combat abilities come along after 9th level. This is a weird one, very specialised and not particularly well-suited to what's involved in the campaign. Can't say I like it.
  • Order of Magi (wizard) - a stargazer and omen-reader. You get a pool of omen dice (a bit like inspiration dice or a Psychic Warrior's psionic dice) and a couple of 'signs', abilities you can use omen dice to fuel. You get more dice, bigger dice, and more signs known as you rise in level. Soem definite balance issues with some of the signs - kill Sign of the Scorpion with fire, for instance. Use your reaction to impose a 3d6 penalty on an opponent's saving throw at level 6, my bum. Or 5d8 at level 14, ick. And Sign of the Scroll is basically a freebie Commune every long rest, which'd be a royal pain as a DM too.

Some feats, they're not very interesting.

Next, the campaign (not in great detail...)
 
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I thought it would've been Aramaic? Wasn't that the lingua franca of the area?
The campaign area stretches from Parthia to Cyprus and Egypt, Aramaic would have been a pretty niche tongue in most of those places. Greek is talked up as largely a trade language, known among the educated as a hangover from the Alexandrine conquests. It's worth noting that despite Greek being 'common', there's a LOT of NPCs who don't speak it, I think the idea is that, wherever you are, you can normally find SOMEONE nearby who speaks Greek, even if the peron you're talking to doesn't.
 

Jer

Legend
Supporter
Latin would be most common throughout the Roman Empire as the ruling tongue. However, Greek was also a major language of the educated, which in Judea would include many "Greek" Jews. Among other factors, this was due to the prominence of Greek teaching (Aristotle, Archimedes, Plato, etc.) as well as the regional Hellenization that came as a result of the Alexandrian conquest and successor kingdoms.
I don't think that this is actually true - Latin was the common tongue of Rome and the area around Rome, but for the areas that Rome conquered they didn't become Latin speakers just because the Romans showed up. Greek was a "lingua franca" all up and down the eastern Mediterranean coastline and the Koine dialect had been the language of trade in the area for a long time before the Romans showed up there. ("Koine" even means "Common" in Greek - it was the "common" dialect of trade and communication).

In fact once the Romans left the backwaters of Rome behind and moved their capitol to Constantinople they fairly quickly (i.e. within a few centuries - quickly on a historic scale) ditched Latin and took up Greek as their language for administration and religious texts - leaving Latin translations for just the Roman branch of the Church. Greek was just too useful and widespread compared to Latin in the near East to displace.
 

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