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Character Creation Guidelines and RTJ.

Posted by DMFor group 0
DM
GM, 3 posts
Thu 6 Jun 2019
at 19:48
  • msg #1

Character Creation Guidelines and RTJ

I Am NOT actively looking for character submissions, at present. This game listing is meant to answer Interest Check questions in more detail than that thread allows for.

That being said, this is where such guidelines will be posted.
DM
GM, 6 posts
Thu 6 Jun 2019
at 20:00
  • msg #2

Languages, Feats and Multiclassing

There is NO Common. Everyone speaks Draconic already, so that replaces Common.

Nor is there a replacement language, but, if the wide world is ever discovered, Common can be learned over the next level through exposure, thereby bringing the language count up to normal.

Racial Feats from Xanathar's ARE available for Dragonborn.

I am strongly considering a homebrew equivalent of the 3.X feat to negate sunlight sensitivity for Kobolds. I have not yet decided. If anyone can point me to a Wotc 5e version of the feat, please let me know. This would include Unearthed Arcana.

Multiclassing is uncommon (except for a level or two of Sorcery amongst Dragonborn). Fighter/Mages are Eldritch Knights, Cleric/Mages are Druids, etc. It's just not seen as particularly necessary.

When it does happen, it's usually related classes, such as a Barbarian civilized into a Fighter, or a Fighter taking Paladin vows to fight a rare necromancer. That sort of thing. Frankly, 5e makes multiclassing unnecessary with proper planning and the right Background choice. But here...the Lizardbrain just isn't that indecisive. Or maybe it's just more stubborn.
This message was last edited by the GM at 01:29, Sat 08 June 2019.
DM
GM, 7 posts
Thu 6 Jun 2019
at 20:14
  • msg #3

Races and Subraces

Dragonborn:

There are Three broad types of Dragonborn: City/Mixedblood Dragonborn (the PHB version), and Rural/Purebred Dragonborn (Metallic or chromatic, from Fizban's)

The Dragonborn described in the PHB with their brownish scales and more or less random dominant ancestry type are typical of the City bred Dragonborn.

However, most Dragonborn, by far, live in Purebred clans in small villages or as nomads. The scales of the clan are all the same hue, and the clan all shares the same dominant ancestry. and tends to live in the same sort of environment as their ancestral type. This also affects the sorts of druids or barbarians the clan tends to have. Rural Purebreds also tend more towards Rangers over Fighters (or even Barbarians) but there are always exceptions.

One thing all Dragonborn share is the ability to multiclass to sorcerer at anytime without need of an instructor. The magic is in blood...but limited to their dominant ancestral type.

Specific sub type notes:

Citybred: civilized Dragonborn. No druids or barbarians, few if any rangers, but clerics and actual trained wizards are most commonly found in Cities. Also known as Brown Scales.

Purebreds:
Black:
Swamp and marsh dwellers, usually nomadic and/or barbaric.
Barbarians are Berserkers
Druids are Swamp

Blue:
Desert Dwellers
Barbarians are Storm Herald(Desert)
Druids are Desert

Green:
Forest/jungle dwellers
Barbarians are Berserkers but uncommon
Druids are Forest (occasionally grassland)

Red:
Mountain Dwellers
Barbarians are Storm Herald (Desert) (they are fire blooded)
Druids are Mountain

White:
Arctic Dwellers
Barbarians are Storm Herald (Tundra)
Druids are Arctic

Brass:
Desert Dwellers
Barbarians are Storm Herald (Desert)
Druids are Desert

Bronze:
Coastal Dwellers
Barbarians are Storm Herald (Sea) and quite rare
Druids are coastal or Moon

Copper:
Grassland/Hill dwellers
Barbarians are Berserkers and rare
Druids are Grassland

Gold:
Lakes, rivers, and coasts
No barbarians
Druids are Moon
Gold tribes and villages are quite rare, and usually isolated, although individuals can be found anywhere.

Silver:
Mountain Cities
No Barbarians
No druids (but they have clerics even in villages that would normally have druids)
Silver tribes live in civilized villages, generally high in the mountains. These villages are generally Sage enclaves.
The only tribal Wizards (Silvers invented Wizardry, or so it is said)
Fighters are generally Eldritch Knights.

Silver Shapeshifting magic is done not by Moon Druids, but by any class giving the Alter Self spell. Serious shapechanger hopefuls get there by becoming Transformer Wizards.



Lizardfolk
There are two broad categories of Lizardfolks: Green hued Jungle dwellers and Black hued Swamp dwellers

The main distinction is what bloodline the rare sorcerer can claim: Green or Black, as the hue and terrain implies.

Barbarians are Berserkers.
Druids are Forest or Swamp (depending).
Clerics are rare, and exclusively Semuanya.
Rangers outnumber barbarians.
Fighter (Champions) are rare and generally only present in warring tribes.

Also keep in mind that, while still somewhat xenophobic, in the case of Dragonborn and Kobolds it's somewhat mitigated by their shared draconic ancestries. A bit of dragon blood makes a lot of difference to a lizardman.

Sess'inek rarely manages a foothold amongst the local Lizardfolk, and when he does, it's not clerics but Warlocks that he makes. Fiendish, of course.



Kobold
In theory, Kobolds come in purebred tribes, too, but one or more hues tend to have mixed based on terrain, giving some different combinations.

And, of course, Citybred Kobolds match Volo's and the MM in coloration, much as Citybred Dragonborn match the PHB.

In general, Purebred Kobolds match all 10 types of Dragon (in theory, at least). Ocean and river based types are vanishingly rare, and may well have bred themselves away into mixed blood tribes.

Where a Purebred tribe can be found, in generally follows the patterns of Purebred Dragonborn, with a couple basic exceptions:

Druids are rare. Kobolds don't have Druids of the Land, they have Kurtulmak, their mining god. Kobolds are cave dwellers. They also don't have barbarians or wizards. Certain Metallic hued Kobolds of a Sage bent express that as Moon Circle Druids. Any druid would, effectively, be Underdark....or Moon, if Gold or Silver.

The mixed tribes:
Kobolds are cave and tunnel dwellers, so tribes in certain areas tend to have mixed and interbred, but generally only 2 bloodlines. They might expresses either bloodline as Sorcerers.

Pink scales:
Red and White mountain tribes come together.

Patina scales:
Brass and blue tribes. Rare, as deserts don't generally have caves. Generally more neutral than evil.

White scales:
Actually a blending of white and silver. There are few actual purebred white (or silver) kobold tribes, although the difference is only noticable in their sorcerers, if then. Neutral rather than evil, and prone to Moon Druid Sages. Even the occasional Eldritch Knight, if a Silver village is close by.

Purebred Silver tribes frequenlty live in Silver Dragonborn villages.

Silver/White tribes are generally more isolated...and generally in much colder areas that Silver Dragonborn villages, but they still manage to preserve enough knowledge for a smattering of Wizardry or Eldritch Knight training. As with Silver Dragonborn, Alter Self is a favorite spell.
This message was last edited by the GM at 04:06, Wed 08 Dec 2021.
DM
GM, 8 posts
Thu 6 Jun 2019
at 20:36
  • msg #4

Classes

There are some Class and Path limits based on both the isolation and the draconic blood. Some particularly human classes or paths just don't exist, nor does a War focus, for the most part. On the other hand, terrain and elemental elements of the draconic blood influence development of classes, making certain paths more likely to have evolved in the first place.


Barbarians:
Generally either Berserker or Storm Herald. Draconic races aren't given to Ancestor worship so much as general Dragon Worship. Nor do they have totem animals...other than Dragons.

-----------------------------
Bards, while not covered in the race section, are quite possible.

Barred:
College of Glamour does not exist on the Dragon Continent. There just isn't that level of contact with the Feywild.

Lizardfolk minds just don't work in such a way that Bards would be considered

Allowed:
Nearly any other College can be joined by Citybred.

Silvers (both Dragon and Kobold) tend towards Lore.

For more rural sorts of Dragonborn or Kobold life is harder. Bards are Valor.

It should be noted that Kobold bards are as rare as Lizardfolk Paladins: They COULD happen...but no one can point to a single instance of where they HAVE happened (outside of Silver dragon/kobold mixed villages, at least). And, no, Computer games don't count.

--------------------------------
Clerics:
There are 4 deities worshiped on the Dragon Continent:
Bahamat : Draconic God of Good
Tiamat: Draconic God of Evil

Semuanya: Lizardfolk God of Survival
Kurtulmak: Kobold God of War and Mining

Semuanya doubles as the Draconic God of Neutrality and as a God of Survival to anyone desiring such a thing. However, Dragonborn tend more towards Druids for Survival issues.

Anyone who Mines might worship Kurtulmak, although mostly that's the Kobold revenue source. War isn't much of an issue. Usually. Don't worry, the humans will find the place soon enough. War follows them everywhere.

Most rural Dragonborn tend towards Druids rather than Clerics (Silver being the exception), although Gold might go either way.

Lizardfolk are split between Druid and Cleric, with some druids worshiping Semuanya, and larger tribes having both druid and cleric.

Kobolds are (almost) exclusively Clerical when it comes to religion, however.
----------------------------------------------------------
Druids:
Magic is in the blood of dragons and their kin. So is a tie to the land, however. And don't forget the shapeshifting. How do you think so much of their blood made it into other species, after all?

Dragonborn acknowledge this with Druids of the Land amongst most of their tribes. Deities are all well and good, but churches can be a lot to tote around for nomads, and "Good" doesn't help farmers survive as much Nature does.

Specifics as to which circles and terrains are available based on tribal bloodlines are listed in the Race section.

Be aware, however, that Druids are either Circle of Land, or Circle of Moon shapeshifters. It's as much about the tie to Nature and the magic of the draconic blood.

For much the same reason that Barbarian and Bard Paths are restricted, there are no Dream or Shepard Druids.

-----------------------------------------------------------
Fighters:
Citybred might be of any Path from the PHB. Xanathar's Paths don't exist on the Dragon Continent...yet.

Tribal Fighters are exclusively Champions, the exception being Silver Fighters who are almost always Eldritch Knights. Tribal Fighters are fairly rare. Usually Ranger is a better Rural option. Again, Silvers being an exception. Barbarian is more common than fighter for most truly rural tribes.

Battlemasters are exclusively Citybred. Frankly most fighters are, as rangers and barbarians tend to become rare or nonexistant in cities.
-----------------------------------------------------------
Monks:
Are a human class, and rare and geographically isolated even amongst them. Please do not ask to play one. And no, you won't come up with a way to make it possible that I will accept.
----------------------------------------------------------------
Paladins are almost all Citybred.

Gold tribes might well have more Paladins than Fighters and Barbarians combined.

Silvers prefer Eldritch Knights or Valor Bards to do the same job. They take the whole Sage/Wizard thing to heart. In fact, if a Silver is a Valor Bard rather than a Lore Bard, he's probably the village Paladin equivalent.

Other rural tribes don't generally have Paladins. Rangers are much more useful. Paladins generally come about when there is a specific magical threat. That doesn't rule them out, of course, for any tribe or bloodline. Something has to keep Firenewts in check, for instance.

----------------------------------------------------------
Rangers:
The workhorse fighters for the less developed tribes, or even the more developed one that depend on hunters to feed folks.

Gloomstalkers are Kobolds almost exclusively.

Horizon walkers are unknown.

Monster Slayers are rare, and generally the Tribal answer to a need for a Paladin.

Hunters are the default.

Beastmasters tend to crocodiles and larger lizards or smaller dinosaurs. Swamp Lizardmen Rangers are generally Beastmasters with croc companions.

----------------------------------------------------------
Rogues:
Citybred of all types, and any Kobold. Also Village Scouts, but not nomadic tribes.

All paths are possible for city dwellers, but tribal Kobolds are almost exclusively Thieves or Scouts, and all villagers are Scouts.

------------------------------------------------------------
Sorcerers:
All three races are limited to Draconic Sorcery.

All three races may start as a bloodline specific sorcerer.

Dragonborn may multiclass to sorcerer at any time, without instruction. Lizardfolk and Kobolds might need a bit of help awakening the magic.

-----------------------------------------------------------------------
Warlocks:
The only warlocks are the occasional Lizardfolk tempted by Sess'inek. He is a Fiendish Patron, who does not give a Tome Pact to his followers. Chain Pact get a Quasit.

Frankly the draconic blood amongst the locals makes Warlock powers moot. If you already have Arcane powers, you don't need to get it given to you. And if you want clerical powers...become a cleric.

As a result of the above: Warlocks are not available for Players. As with monks: Please don't ask.

--------------------------------------------------------------------
Wizards:
Silver tribes are rural, as it happens, but villagers and Sages. They teach Wizardry, all specialties except War. Generally each village only teaches the one specialty, and it's library focuses on that. Those that taught 2 or more have long since grown into cities and become much more general and much less...well, Silver.

No other tribes teach Wizardry, although all cities do. Most tribes don't see the point. Sorcery is so easy a child can learn it, and doesn't require heavy books to be lugged around, after all.
This message was last edited by the GM at 21:46, Tue 01 Aug 2023.
DM
GM, 9 posts
Thu 6 Jun 2019
at 21:28
  • msg #5

Backgrounds

Backgrounds from the PHB and SCAG are, mostly, available, but with some exclusions and limits:

CityBred, and, essentially, unchanged:
Acolyte: a good clerical training background
Charlatan
Criminal
Entertainer
Guild Artisan
Sage
Sailor: keep in mind that sail craft are fairly basic, and can't reliably leave sight of land.
Urchin: Not for Kobolds: They mature too fast for it to matter.
City Watch (including Investigator)
Cloistered Scholar: For the religious oriented Sages
Courtier: Bureaucracy, not nobility. A politician.
Inheritor: a family heirloom is yours...which means your family is dead.
Mercenary Veteran: Soldiers are not worth the expense of maintaining. Mercenaries fill the occasional need.
Urban Bounty Hunter

Rural and, essentially, unchanged:
Folk Hero: Village based local hero.
Outlander: especially amongst nomadic tribes
Sailor: Fishing villages. Training with fishing tools recommended.
City Watch: Village only, and no Investigators
Cloistered Scholar: Silver Villages generally have a small church.
Inheritor: a family heirloom is yours...which means your family is dead. Village or Nomadic

Special cases:
Criminal(Spy Variant)
It's possible Purebred Gold Moon Druids or shapeshifting inclined Sorcerers might be trained to pass as pets or other Brownscales. Disguise Self is a must, and Extend Spell is nearly as important for sorcerers trying to pass as Brownscales.
Hermit: Gold or LizardFolk  Moon Druid, Lizardfolk spontaneous Sorcerer
Sage: Any Silver Dragonbred village, including for any local Kobolds.

Kobold:
Criminal: It's second nature.
Guild Artisan: They are trapmakers, after all. Tinker is by far the preferred tool.
Sage if silver and near Silver Dragonborn.
Inheritor: a family heirloom is yours...which means your family is dead.

Lizardman:
Hermit: Moon Druid or Spontaneous Sorcerer. Usually not part of a tribe.
Outlander: the default
Inheritor: a family heirloom is yours...which means your family is dead.

Barred:
Noble: If there is a Hereditary ruling Family somewhere, it would be Gold and very rare.. Not for PCs at this time as it's not a local phenomena.
Soldier: There just isn't that sort of strife, locally. Try City Watch, instead.
Clan Crafter: No Dwarves.
Faction Agent: Some Golds might be heading that way, but they aren't there yet...probably.
Far Traveler: It's reserved for the mythical Mammal Intelligence. Of course, first you have to discover Mammals.
Knight of the Order: That sort of feudalism isn't prevalent locally.
Uhgardt Barbarian: Wrong world
Waterdhavian Noble: Wrong world..and a noble.
This message was last edited by the GM at 04:12, Wed 08 Dec 2021.
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