Under A Broken Moon
Game Name Under A Broken Moon
Game System DnD 5e, modified
Theme Exploration of both characters and settings
Flavour Modern High Fantasy (magic creating a modern tech level)
Setting and Plot SETTING
Magic has advanced us to the equivalent of the modern age. Sending Stones have become smart phones, essentially, though are now made of glass and use illusion magic to show images and sounds; subways are a thing; so are corporations, some of which are run by dragons in human guise. Cars and planes exist as uncommon enchanted items. Even 3D printers exist, through clever use of the Fabricate spell (called simply Fabricators). The Eight Cities are run by wizards, after all, whether it's political or just wizards making the world go 'round.
There are no racial languages, only Common and the languages of individual city-states, as well as planar languages and their dialects.
Planar travel is the realm of gods (so you have access, but others do not, and most, if not all, you try to tell won't believe you), but spontaneous rifts are known to appear briefly in the material plane. There are sanctioned monster hunter groups dedicated to the culling of things that come through these rifts or from the world outside the Eight Cities.
Plastic hasn't been invented, so everything is cloth, concrete, glass, leather, metal, or wood.
Armor is almost culturally defunct, so nearly impossible to find, short of killing or joining the city guard, who wear leather armor, or the hunter groups, who typically wear heavier armor than you can wear without special training. Shields have been long abandoned, though no one knows why.
Weapons, on the other hand, are considered a necessity, though most people rely on simple, easily concealable weapons, like daggers, as opposed to weapons like swords. People carrying swords or other big weapons are usually the ones people go to for help if there's a monster problem, after all. The rich or otherwise elite usually carry pistols for their defense, and their bodyguards typically carry a musket and some kind of melee weapon.
Despite strides toward equality, there is still a huge gap in wealth; nearly 3/4 of the population of Great Uhl, for example, lives in the shanty town adjacent to the main city, which is protected by their own Neighborhood Watch - armed civilians trained by other armed civilians.
Counterspell and Dispel Magic are very strictly regulated. You can still prepare them, but keep in mind how much trouble you could get in without a permit.
THE EIGHT CITIES
Akiitth, Atrekh, Great Uhl, Milien, Niesen, Paliesen, Qoru, and Zizhie, each named after their founding leaders, and each with their own unique languages, but each also sharing a single Common language used for trade and communication between city-states. They are also the only cities in the world you know that aren't the abandoned and decrepit ruins of an ancient civilization, most of which have been picked clean.
PLOT
Over a thousand years ago, a great calamity destroyed most of the life on the planet, and took a portion of the mostly argent glass moon with it. Most of these moon shards were destroyed on their way through the atmosphere, but rumor has it some survived, and indeed may have been what caused the extinguishing of so much life. What remained were pockets of people who lived far apart, spreading only a little, for fear that too far out were monsters beyond imagining. No cartographer worth their salt leaves that out of their maps.
But that was the past. This is NB (New Birth) 1034, with years marked by the passing of the sun (an old tradition), starting upon the first new birth after The Moonshatter. Or at least, that's how the Eight Cities measure time.
Supposedly, according to a huckster's tale, shards of the moon can grant wishes, only...no one knows if this is true or not. After all, even according to the tale, it's been centuries since one was found.
Other Information The rest of the information about this game can be found HERE . I'm looking for a Jaeger, a Synergist, and a Technokineticist, all detailed in this thread.
I have been trying to do one post per week, sometimes more.
I do not have a closing date in mind, but I intend to have this done relatively quickly, so we can get on with the game.
Game Name Under A Broken Moon
Theme Exploration, both of characters and the world
Flavour Standard High Fantasy with some extra stuff later
Plot Summary PLOT
Over a thousand years ago, a great calamity destroyed most of the life on the planet, and took a portion of the mostly argent glass moon with it. Most of these moon shards were destroyed on their way through the atmosphere, but rumor has it some survived, and indeed may have been what caused the extinguishing of so much life. What remained were pockets of people who lived far apart, spreading only a little, for fear that too far out were monsters beyond imagining. No cartographer worth their salt leaves that out of their maps.
But that was the past. This is NB (New Birth) 1034, with years marked by the passing of the sun (an old tradition), starting upon the first new birth after The Moonshatter. Or at least, that's how the Ten Cities measure time.
You lot will start out as former orphans who all knew each other in the orphanage. Some of you may even be siblings or young lovers. The older ones of you have waited years for the younger ones, obviously hoping they get adopted, but fully, realistically expecting them to age out of the system and be stuck in the same shanty town slums (made of scrap metal, mostly) adjacent to the city-state the orphanage is located in, Great Uhl.
You don't know it, but you are destined to become demigods, with power rivaled only by the gods themselves, even without the aid of a wish. For now, however, you're scrawny young adults raised by the streets and the neighborhood watch.
You are working to find a broken-off shard of the moon that, according to an old huckster's tale, will grant a wish. Since then, you've been following any lead on ancient ruins and dungeons, trying to find these mythical shards, going beyond places only the most adventurous of cartographers dare tread, only...you can't afford a proper map, if one even exists, so have to make do with your own lines and scribbles to make sure you can always find your way home.
THE TEN CITIES
Akiitth, Atrekh, Great Uhl, Milien, Niesen, Paliesen, Qoru, Rumallda, Threbet, and Zizhie, each named after their founding leaders, and each with their own unique languages, but each also sharing a single Common language used for trade and communication between city-states. They are also the only cities in the world you know that aren't the abandoned and decrepit ruins of an ancient civilization, most of which have been picked clean. This is why you have been searching the distant lands far from the Ten Cities, where (almost) no one has explored.
Special This is a mod of 5e, using most of the same rules, but expect a lot of custom content. Also, if there's anything that isn't clear, I will clarify it!
Character Creation CHARACTER CREATION
Custom Lineage is the only "race," representing all races equally. So regardless if you're an elf, a human, a gnome, or some other race entirely (like jackalope-folk or half-dragon aasimar), you use custom lineage for race. You can choose two ability scores at +1 in place of a +2 to one ability score. Languages chosen, other than Common, must be one of the Ten Cities' languages - there are no racial languages.
There are only 6 levels in this homebrew, but we are starting at level 1. 8+Con HP per level, d8 hit die per level. Ability score improvements (or a feat) every level, including 1st, as well as two abilities of the appropriate tier at levels above 1st. Proficiency bonus = 1 + tier. Ability scores use the standard array.
Start with five tier 1 abilities, and proficiency in the following: four skills, one simple weapon, light armor, a tool or language, and two saving throws (one of Dex, Con, or Wis, and one of Str, Int, or Cha). Also start with 5 gp, 5 days of rations, a waterskin, a tool with which you are proficient (likely because it was something you used for your job), and (armor, a shield, or a weapon) with which you are proficient worth no more than 20gp.
The first time you take any spellcasting ability (Basic Spellcasting, Expert Spellcasting, or Master Spellcasting), choose an ability score to be your spellcasting modifier: Con, Int, Wis, or Cha. Regain spell slots on a long rest. Spells come from all spell lists.
Unless otherwise noted in their descriptions, abilities can only be chosen once.
Tier 1 (Awakened, levels 1, 2, and 3) Abilities:
Basic Spellcasting (2 cantrips, 1 1st level spell slot, 1 2nd level spell slot, 1 spell of 1st and 2nd level, can be selected up to 4 times, gaining one cantrip and one spell slot (and spell) each of 1st and 2nd level)
Battle Trance (+Proficiency bonus to damage with melee weapons and unarmed strikes, advantage on str and dex checks, +10 feet Speed, bonus action, lasts 1 minute, can be used twice per short rest, can be taken multiple times, allowing one more use per short rest each time)
Blood Magic (hit dice expenditure instead of sorcery points for 2 metamagics. Hit dice go from 1d8 per level to 2d4 per level. Requires a spellcasting ability. Can be taken multiple times, gaining one additional metamagic each time after the first, and one free usage for each time you take it after the first)
Calming Presence (Song of Rest 1d6, improving to 1d8 at tier 2, and 1d10 at tier 3)
Combat Training (once for simple weapons, medium armor, and shields; twice for martial weapons, firearms, and heavy armor)
Cunning Action
Divine Grace (One weapon of your choice that lacks the Heavy or Special property gains the Finesse property for you. You can change which weapon gains this benefit each time you take a long rest.)
Eldritch Invocation (Gain 2 invocations. Can be selected multiple times, gaining a single invocation each time after the first, and count as warlock at 3 x current level. Must have a spellcasting ability of the appropriate tier or higher to gain invocations that require a spell slot)
Expertise (2 skills or a skill and a tool, can be selected twice)
Extra HP (+1HP per level, can be selected multiple times)
Fighting Style (can be selected twice, but only once per tier)
Inspiration (d6 bardic inspiration Cha times per short rest, can only have one creature inspired at a time, cannot inspire yourself)
Maneuvers (learn 2 battle master maneuvers. Can be used at will. Superiority die is a d8. Can be selected multiple times, gaining 2 additional maneuvers each time, but it cannot be selected more than once per level. Maneuvers use the higher of strength or dexterity to determine their DC. There are additional maneuvers available to everyone, detailed later.)
Mimicry (you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.)
Mind Limbs (Astral Arms of Astral Self monk, but can be based on Int, Wis, or Cha. You do not have to spend ki to summon them, but can summon them only a number of times per short rest equal to your proficiency bonus)
Natural Explorer (You ignore difficult terrain. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn’t slow your group’s travel; Your group can’t become lost except by magical means; Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger; If you are traveling alone, you can move stealthily at a normal pace; When you forage, you find twice as much food as you normally would; While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area)
Pocket Space (2.5 foot cube of extradimensional space. It takes an action to add or remove an item from this space. Taking this twice gives a 5 foot cube instead.)
Proficiency (3 skills, or 2 skills and 2 tools/languages, can be selected twice)
Psionic Sustenance (no longer need to eat or drink as long as you don't have any levels of exhaustion)
Psionic Weaponry (make weapons out of psionic energy that deal psychic damage as part of your attack. Must be simple weapons with which you are proficient. If they leaves your hand, they disappear at the end of your turn)
Second Wind (recover HP equal to 1d10 + level, a number of times per short rest equal to tier)
Smite (expend a spell slot to deal 1d8 necrotic or radiant damage per spell level, max 5d8, +1d8 vs celestials, fey, fiends, and undead)
Sneak Attack +1d6 (improves to 2d6 at 3rd, and 3d6 at 5th)
Spellbook (requires a spellcasting ability. Can learn spells of a level you can cast, either by adding them to a book, or finding them encoded in books, like holy texts. No limit to the number of spells that can be learned, just that you have slots of the appropriate level or higher)
Spellcasting Focus (requires a spellcasting ability. Choose one of the following to be usable as a spellcasting focus: arcane focus items, druidic focus items, holy symbols, or a tool of your choice. This also works for components with a gp cost)
Steady Aim (bonus action to have adv on next attack)
Supernatural Sense (detect extraplanar and undead creatures in 60 feet, including (1 hour) lingering auras)
Unarmored Movement (choose Dexterity and one other ability score. AC is 10+Dexterity+this modifier while not wearing armor, in addition to a +10 feet bonus to Speed. Can be selected twice: the second time, speed increases another 10 feet and you gain the Slow Fall feature)
Undying Rager (requires battle trance. While you are in your battle trance, you have resistance to bludgeoning, piercing, and slashing damage)
Wildshape (as druid, except no flying, swimming, or burrowing until tier 2. Action. Max CR equal to tier. Finally, you use your own HP pool, but can wildshape at will with no maximum duration)
Tier 2 (Empowered, levels 4 and 5) Abilities
Two tier 1 abilities (can be selected multiple times, but only once each level)
Action Surge (can take multiple times, but only once per tier)
Aura of Friendship (creatures of your choice within 10 feet of you are immune to being charmed or dominated. This expands to 30 feet at tier 3)
Elemental Resistance (acid, cold, fire, lightning, necrotic, radiant, or thunder)
Expert Spellcasting (1 3rd level spell slot, 1 4th level spell slot, 1 spell of each level, can be selected up to 3 times)
Extra Attack (can be selected multiple times, but no more than once per level)
Improved Battle Trance (gain 2xPB temp HP every round while battle trance is active. Requires battle trance)
Improved Critical Range (can be taken no more than once per level, increasing range from 20 to 19, 19 to 18, and 18 to 17)
Improved Inspiration (requires inspiration. Can use inspiration at will, and the inspiration die becomes a d8)
Improved Maneuvers (Requires maneuvers. Superiority die is a d10, and d12 at tier 3)
Improved Psionic Weaponry (requires psionic weaponry. Can create simple or martial weapons. Your summoned weapons are magical, with a bonus equal to half your level, rounded down)
Lightning Reflexes (Evasion and Uncanny Dodge)
Poison Resistance (resist poison damage, immune to poisoned condition. Becomes immunity to poison damage and diseases at tier 3)
Quick Reload (ignore the loading property of weapons with which you are proficient)
Reliable Talent
Renown (you have no trouble finding free food and lodging for up to 4 people in settlements, and can buy nonmagical gear at a 10% discount)
Self-Confidence (requires inspiration. You can inspire yourself)
Signature Spell (requires Basic Spellcasting. One spell of 1st or 2nd level that you know can be cast at will, without expending spell slots. This can be selected twice, but the spells must be of different levels.)
Stunning Strike (requires maneuvers. When you make a melee non-spell attack, deal extra damage equal to your Superiority die, and the target must make a Con save or be stunned until the end of its turn. You can use this ability once per short rest per level)
Supernatural Maneuvers (requires maneuvers and a spellcasting ability. Adds additional maneuvers (detailed later) to the list of maneuvers you can learn. You also learn one such maneuver.)
Tenacity (once per long rest, when reduced to 0 HP, you are reduced to 1 HP instead)
ADDITIONAL MANEUVERS
Parkour Mastery (Superiority die added to an Athletics or Acrobatics check that involves moving from place to place (so not grapple checks, but climbing, jumping, rope swinging, swimming, wall running, etc))
Deflect Missiles (as monk ability with the following changes: doesn't cost ki when you throw back what you've caught, and uses your superiority die in place of a martial arts die)
Slick Hands (adds to a Sleight of Hand check, Medicine check, check involving setting or disarming traps or other mechanical devices, or thieves' tools check)
Ear to the Ground (adds your superiority die roll to a Nature or Survival check)
Master of Disguise (adds your Superiority die to a Deception or Performance check, or with a Disguise Kit check)
Way of the Brush (adds your Superiority die to a Calligraphy Supplies or Forgery Kit check)
Master Craftsman (adds your Superiority die to any tool check involving creation or modification of an item)
SUPERNATURAL MANEUVERS
Circle of Salt (As a Reaction to being attacked by a fey, fiend, or undead, reduce the attacker's attack roll by your superiority die roll)
Close the Distance (Teleport up to 10 feet before making your attack, dealing additional damage equal to your superiority die roll if you teleport 5 feet or more)
Death's Embrace (You deal necrotic or radiant damage (your choice) equal to your superiority die as part of starting or maintaining a grapple, or on failure to escape a grapple)
Elemental Strike (You add your superiority die roll to the damage of your attack as acid, cold, fire, lightning, or thunder damage (your choice))
Enhance Sense (Add your superiority die to a Perception check, but you must choose a specific sense when using this maneuver: scent, sight, sound, taste, or touch)
Lunar Calling (Add your superiority die roll to an Arcana or Religion check)
Psionic Rifling (On an attack with a firearm, you can double the range and deal extra damage equal to your superiority die roll)
Reinvigorating Strike (On a successful attack, you or a creature within 30 feet regains HP equal to your superiority die roll. A creature only receives healing if the target of the attack has a CR equal to or higher than half your level.)
FIREARMS OF THE TEN CITIES
Pistol (cost 250gp; 1d10 piercing damage; 3 lbs; Ammunition (Firearms), Range (30/90), Loading)
Musket (cost 500gp; 1d12 piercing damage; 10 lbs; Ammunition (Firearms), (Range 40/120), Loading, Two Handed)
Bullets (5 bullets, 1gp, 1 lb)
Powder, Packet (5 shots, 10gp, 0.5 lbs)
Powder, Keg (500 shots, 250gp, 20 lbs)
Application APPLICATION
What is your name?
What are your pronouns?
How old are you? (18 to 24)
Were you from Great Uhl originally?
If I may ask, how did you lose your parents?
Do you believe the huckster's tale?
What will you wish for if you find a shard?
Did you have a job before this? What was it?
Appearance:
Chosen Feat(s):
Chosen Abilities:
Last edited by Ermine; Jan 22nd, 2023 at 01:55 PM .