Wrath of the Righteous (D&D 5e) ala Fabian

Game Master Fabian Benavente

Telling the interactive story of a group of unlikely heroes and their fight against the demon incursion in Golarion.


The Worldwound Incursion

For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris.

But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?

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Mendev and the Worldwound
Kenabres

Player Cheat Sheet

DM Screen Cheat Sheet

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HEALING DICE
Each PC starts out each morning (after a long rest) with a number of healing dice equal to their level. Each healing dice is the same die as used for their hit point generation (d6s for wizards, d10 for rangers, etc.). The CON modifier is added to each healing dice.

These healing dice may be spent after a short rest (minimum 1 hour) or before a long rest (minimum 8 hours).

All unspent healing dice are forfeited after a long rest when the PC starts out with his full allotment of healing dice.

Any newly generated healing dice may also be spent after a long rest.

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WILD MAGIC SURGE
The way I read it is that I can have you roll a d20 after you cast a spell of 1st level or higher. If you roll a 1 (5% chance) then you roll on the Wild Magic Surge table.

However, once you use the Tides of Chaos ability then you have to roll on the Wild Magic Surge table (100% chance) after you cast a spell of 1st level or higher.

You won't casting too many 1st level spells of higher at 1st level but you certainly will as you gain levels and that 5% chance adds up.

Since you want to keep it then let's remove the following:

07-08 You cast fireball as a 3rd-level spell centered on yourself.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
99-00 You regain all expended sorcery points.

If you roll these then just reroll.

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SCROLLS
Anyone can use a scroll but ‘non magic users’ must make an intelligence check with the DC being the DC of spell. If you fail then I’ll use the Scroll Mishap Table (p. 140 of DM Guide). Any type of magic user succeeds automatically on this check.