
ULTRAGEEK |

I am thinking of running a heist campaign in 5e. I am just checking how many people would be interested. If you are, I just need you to answer the following question:
Would you rather play in a "normal" fantasy world (like the Forgotten Realms), or one based on the age of the musket in Europe (where basic firearms are available)?
I'll turn this into a recruitment if people are interested.

ULTRAGEEK |

Sorry for not posting earlier
Yes, the characters will be criminals. By heist, I mean something along the lines of Oceans 11. The characters plan a master heist against a seemingly impossible target, and act on the plan.
As for the setting, is the forgotten realms ok? I hope more people will express interest.

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I was trying to stay away from this, as I'm starting to be stretched thin across games, but other interested parties won't let me. ::nudge Filios::
I'd be happy with either setting. FR is fine. Are we looking at all Rogues, or a mix (if it gets to a reasonable levels at least a dip into rogue might be good regardless).

ULTRAGEEK |

Yay! People are interested!
Since it looks like more people want a fantasy world, I'll be running it in the Forgotten Realms, set in the grand city of Waterdeep, Jewel of the Sword Coast! The characters have been hired by a mysterious figure to steal "The Mask of Enthrallment" a precious mask rumored to have been found in an ancient dwarven ruin. .More information will be given soon/ in the campaign.
The characters are not required to be rogues. Although, a dip in rogue might be beneficial, like spinningdice said, especially if the party decides to rely heavily on stealth. Still, it's up to the player.
A posting rate of once per day would be good. It is not required to post on the weekends, but it would be cool if you could :)
Character Creation:
The Characters will start out a level 3. This shows that the characters have some experience stealing, and are powerful enough to do the heist.
Ability Scores:Use the standard pack, or point buy
Sources:Players Handbook,Sword Coast Adventurers Guide, and the Elemental Evil Players Companion are all good. If you would like to use anything else, send it to me :)
I'll be accepting 4-5 people.

Mezegis |

Had some dramas in the real world that turned me off from pathfinder for a while, so I started playing other things. Friend recently got me into Adventure League at my FLGS, and I started running a Princes of the Apocalypse for him. Since I need my PC fix, I've been poking around trying to find some 5e games to play here.

ULTRAGEEK |

This sounds super cool, and I'd love to play if there's room. Not sure what I'd want to play yet, but I can come up with something pretty quickly if you want me to join!
You can still submit a character!
And, spinningdice, I'll check out the artificer tomorrow! I have to go now.

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Created a test artificer Heather. Looking at the class, it seems to get better at 4th level, also may switch from gunsmith to alchemist, if you'd rather not involve guns (though the one-off special cannon is hardly inviting firearms into a setting) happy to change over.

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Its from the latest Unearthed Arcana, I posted the link further up but it's Here I think there was an earlier version previously, but only 10 levels?
It seems oddly balanced, basically relying on gaining guaranteed gear. A DM who keeps having our stuff stolen could easily gut the class of much use.

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As a DM, I wouldn't have an issue with the artificer, the firearm as a (relatively) unique item is a different kettle of fish to a firearms available for everyone (note specific language that I can only build a new one if I lose it - and that I think anyone else would be nonproficient with it).
It is just odd that one of the main benefits is the 'free' magic item every other level. It has no provision to create another if it's destroyed/lost/whatever.

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here is the basic crunch for my submission, a wizard with the Theurgy arcane tradition.
Rev Mordu
Human wizard 3
Medium humanoid, neutral good
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Armor Class 12
Hit Points 14 (3d6)
Speed 30 ft.
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STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 17 (+3), WIS 13 (+1), CHA 11 (+0)
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Feats Observant
Saving Throws Int +5, Wis +3
Skills Arcana +5, History +5, Insight +3, Perception +3, Religion +5
Senses passive Perception 13
Languages Celestial, Common, Draconic, Thieves' Cant
Actions
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Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1d8 bludgeoning damage or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
Equipment Quarterstaff, arcane focus (staff), backpack, book, ink (1 ounce bottle), ink pen, little bag of sand, parchment (10), small knife