
DeJoker |

Going to run a DnD5e game pure dungeon crawl but not without numerous elements and politics and more...
The game can handle multiple players responding to posted requests navigating a maze of corridors to find what others folk need for various things. As well as to solve the mystery of the Labyrinth itself.
Once I get enough interest I will start the game and move forward from there.

DeJoker |

Okay and what kind of character would you like to play -- note I only run heroic characters so alignments are restricted to (LG, NG, CG, or LN) but other than that just about anything goes.
Well I would suggest not being a centaur or anything similar to one as open space to run is not easily found, if at all.

DeJoker |

Is it a known setting well your character would not know because they do not remember where they came from but they do have knowledge.
For backgrounds take any two skills that are in line with what you are creating stating why those match your characters design and purpose. Note all of that should dovetail into the personality aspects you choose.
Also you get either 2 Languages --or-- 1 Language and 1 Tool --or-- 2 Tool Proficiencies. Which again should kind of dovetail into your character. Spell Casters start with an additional language that is used for magic which they do know how to read/write (aka Script) but everyone else only starts with their native tongue Spoken if you want to know Script in a language (if it has one) you must take it as an additional language. Further there is no "common" each race has a racial language. If you are Dwarf you get Dwarven and one other racial language based on your characters theme (aka what you envisioned their background to be that you do not remember).
Now as standard everyone must have 2 Traits, 1 Ideal, 1 Bond, and 1 Flaw minimum but I use an altered version of Inspiration that makes it much more useful thus it also rewards those who define their characters a bit more with taking more than the minimums. For instance, I do not get this benefit of a better Inspiration system but I often have 2 or 4 Traits, 1 to 3 Ideals, 1 to 3 Bonds, and 1 to 3 Flaws when I go about defining my characters personality and for some characters I have even more than that. As these help remind me of how I envisioned this character and their personality. They of course per the guidelines can change over time but for the most part they work as wonderful guide posts.
Note if you create a lone wolf type you may end up with that and thus the consequences of that as no one has to venture out with someone they do not like. So you may have to go adventuring on your own which would be very risky and could have most deadly consequences as the Labyrinth is not a friendly place.
As for Level I think 3rd level is a good starting point but if you want to start at a lower level you may and I may do something to compensate for that. As I know some folks actually like to start at 1st level.
Jereru what do you mean by dipping into a Department Class? Further if you want to play a Cleric give an idea of the type of deity you would like to follow. You can use a known mythological deity or one from some other world system or simply describe the deities personality. As whatever you choose I will align it to one of the deities that I do have.
Lastly and perhaps most importantly if a standard class does not fit what you would like to play please instead of multiclassing talk to me and perhaps we can design a class that adheres to your desires but remains balanced. I find if players get to play what they truly want to play then they are more apt to stay interested and be less prone to get sucked up by the PbP Void.

DeJoker |

I will be outlining some useful Background Features that you all can choose from or I may assign them to your characters based on what you present. I have not fully decided on which would be best. As again, you are being pulled out of wherever you came from and dropped into the Labryinth without the knowledge per se of where you came from.

DeJoker |

Also I should say Illusions work in this world, which is to say if someone creates a false sensory input (illusion) and you choose not to believe it that is fine but it does not change that false sensory input. For instance if someone makes an Illusionary Wall it blocks line of sight even if you know for a fact it is an Illusion because you walked through it. Thus Illusion are not mind affecting magic so whether you believe in them or not they do not change.
Conversely Phanstasm (which are mind affecting magicks) are in the Enchantment school where all mind affecting magic belongs.
The other school that changes somewhat dramatically is the school of Necromancy as it becomes the school of Postive (Radiant) energy and Negative (Necrotic) energy and Arcane Spell Caster usually do not mess around in this school since without divine protection there is a high likelihood that one will get backlash from using it. Now that is to say Necromancers do exist but they are hoping to obtain a state of unlife where dealing with Necrotic magic no longer harms thier physical attributes. However, their is not counter life for Positive energy and Arcane Spell Caster risk burning out mental attributes when they strive to create any spells of those types such as Healing for instance. Thus there is actually a reason why Arcane Spell Casters do not choose to cast healing spells -- not that they cannot just it is far to risky to attempt to create one. Of course as people are this does not mean some folks have not tried or are not trying just no one has come forth and share that success if they have.

Jereru |

Okay, here's the idea:
The character is born with some innate powers (hence the Sorcerer level at first). He grows up within a community dedicated to a Neutral deity. Most in the community, and thus him because of upbringing, tend towards the Evil side of the axis, and they believe the young character a kind of Messiah. He, however, has some revelations and realizes there's a Good side of the axis as well. He flees, and up to this day leaves trying to atone.
Oh, Department Character = Different Character. Cursed cell phone!

DeJoker |

Okay Jereru the question I would have for you is what alignment would you be choosing for his personality it sounds like maybe 3 of them would work either NG, CG, or LN depending on how far he has drifted from his early days. The key here is that you have a predominately evil or at least self-centered population base where there is room for good to exist as well based on the basic nature of this deity they worship. Is that correct? Also are you thinking of any specific race? I could see this working quite well with some races out there and do not fear I have fixed all the broken races that were horribly under-balanced.
A Sorcerer turned Cleric hmm how about we do something like play with the Cleric in a manner similar to what they do with the Warlock and meld these innate powers into your Cleric class due to the diety you worship and the Domain to which you belong. Like your a chosen one or a blessed one or something like that.
That being said what innate powers were you looking to get from the Sorcerer or what spells did you want and what Domain were you thinking of taking for this character within the Cleric?

Jereru |

Oh the idea is the character would be NG. I don't know if this is still a thing in 5e, but I still have in mind that to serve a deity you should be one step away from its alignment at most.
Mechanically speaking, the Sorcerer contributes with Con saving throws and the Shield and Absorb Elements spells. Being a character who's going to be the source of important damage and buffing spells, he'd need some way of avoiding damage.
As for race, for someone who's played humans in old AD&D, is hard to beat playing a human nowadays. The extra feat would be Magic Adept, to get some different spells (Thorn Whip).
Once a cleric, he'd go with the Light, Heal or Twilight domains, maybe. Twilight goes more with the feeling, but I don't know.

DeJoker |

Okay just from my point of view from what you have said and what you seem to be striving for as the general backdrop you have painted I think Twilight might work the best. As both Light and Heal would generally be considered good aligned domains and of course darkness tends to be viewed as an evil aligned domain thus putting Twilight in the middle with perhaps those you were with serving the darker side of Twilight.
Now with all that being said and I know you said Human for the Feat but what if we go with one the races that would be more likely to like darkness over light and thus embrace Twilight as their main Patron? I am sure we can work the benefits of that Feat into your character for instance you start at 3rd level so you could take that as your 3rd level Feat as I give a +1 Attribute point and 1 Feat at 3rd, 6th, etc... which I have covered under the Campaign tab
Oh and no race within my world starts with Dark Vision those that had Dark Vision have Low Light Vision instead and only magical creatures (e.g. Dragons, etc...) have Dark Vision or those few classes that get it as a feature of their class.
Also are you on Discord and/or would you have a problem with me using that medium for posting game information?
Note the things I say are suggestions, as what is most important to me is that you play something you would really enjoy playing within reason and balance of course.

DeJoker |

Barbarian Elf and Wild Magic what about perhaps an Elf-Eladrin then and have them come from the Fae Wyld as both of those seem to lend themselves rather nicely to your theme.
As for the Barbarian-Wild Magic I am okay with most of it but I did want to make a few tweaks to help it fit in better as well as to adhere to the concept of Wild (aka random-ish) Magic.
Wild Surge
1) Each creature of the character's choice that they can see within 30 feet of them must succeed on a Constitution saving throw or take 1d12 energy damage (1-Acid, 2-Cold, 3-Fire, 4-Lightning, 5-Thunder, 6-Force). The character is also surrounded by a magical field that grants them temporary hit points equal to 1d12 plus your barbarian level.
3) An intangible spirit, which looks like a mushroom (called a boomshroom), appears...
7) Either vegetation temporarily flourishes around the character or the ground surges and/or undulates; until their rage ends. Thus the ground within 15 feet of the character is considered to be difficult terrain for their enemies and any enemies within the zone at the end of their (the enemy) turn must make a Dexterity Save or be knocked prone.
8) A bolt of magical energy arcs from the character's head striking another creature of their choice that they can see within 30 feet of them and that creature is struck in the head and must succeed on a Constitution saving throw or take 1d6 psychic damage and be blinded until the start of the character's next turn. Until the character's rage ends, they can use this effect again on each of their turns as a Bonus Action.
Changes 1 and 8 above would be due to how Necromantic energy (Radiant/Necrotic) has been redefined in my world. Change 3 is just mainly due to asthetics for this world. Change 7 is again mostly due to asthetics as if you are in a dungeon or dessert vegetation is not going to be growing readily also compared to the other abilities it was noticeably weaker in effect.
*******************************************************
Bolstering Surge
Beginning at 6th level, the character can harness their wild magic to bolster themself or a companion. As an Action, they can touch one creature (which can be themself) and confer one of the following benefits (roll 1d6) upon that creature.
1) For 10 minutes, the creature can roll a d4 whenever they make an attack roll or an ability check and add the number rolled to the d20 roll.
2) For 10 hours, the creature gains the Disguise Self spell effect using it or not as they see fit for its duration or until it is dispelled.
3) For 10 hours, the creature gains the Longstrider spell effect for its duration or until it is dispelled
4) For 10 hours, the creature gains the Unseen Servant spell effect for its duration, or it drops to 0 hit points, or it is dispelled. Further this Unseen Servant will never be more than 60 feet from its owner.
5) For 1 hour, the creature gains the Shield of Faith spell effect for its duration or until it is dispelled.
6) For 1 hour, the creature gains the Speak with Animals spell effect for its duration or until it is dispelled.
The character can take this action a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest.
Harness Surge
Also at 6th level, the character has gained a bit more control over thier surges and can attempt to influence the result of any Surge roll by making a Charisma Save DC 15 if they succeed they can increase/decrease the result by 1, for each full 5 over 15 they get they can increase/decrease that result by up to an additional 1 (aka 20 = 1 or 2). This ability stakes with Controlled Surge later on.
The part where it gives another player a spell slot seemed a bit out of line with the basic concept and my version of magic and further it was failing to be Wild Magic. The above changes add back in the wildness with a bit of thematic control rather than unexplainable full control. Also if you are curious about those additional 5 abilities I can easily explain them.
******************************************************
I of course could also see the Saving Throws for this particular Barbarian to be Constitution, Charisma if you so desired.
Everything else looked just fine
Your thoughts Scranford?

Jereru |

I don't know. Humans are traditionally labelled as True N, meaning they can go all the full spectrum. If you want to remove starting feats from Races, that's fine - lots of people do. I'd probably turn my eyes towards a basic human (+1 to all stats). Other than that, which races would you suggest as fitting to the theme?
In any case, it would be nice to have a look at those changes and improvements you mention, and see how to implement them in our characters. Would it be possible?
Also, no problem with posting info through Discord.

DeJoker |

Okay here is the Discord Link https://discord.gg/xud4QgKB
When you join you will most likely see nothing but I will make you a player which will give you access. Or you can contact me directly at DeJoker#1460
I will begin posting those changes there, however, it would be nice if you gave me an idea of what changes you would like to see first then I can focus on those and add the others later on. Or just what you might be looking for in a race that would help me to help you get the theme you are looking for.
As for races that would fit Duegar, Elf-Dark, Goblins, Hobgoblins, Kobold, Nezumi (rat-folk), Tiefling, Xvart, and Yaun-ti Purebloods come to mind. All of these races might favor the darkness (or more evil) aspect of Twilight and still worship that Patron and I believe all of these races would have Low Light Vision (aka what was Dark Vision).

DeJoker |

I have updated the Campaign tab with that information. So going with a basic Rogue then? Also no need to blunder as you have other players and me to help you define that character more clearly.
So with this Rogue what might you be envisioning for them, put the mechanics aside and just talk about this character you are thinking about playing in general terms and we can probably help you define it with the mechanics.

Jereru |

Sent you a friend request, the link doesn't seem to work.
So meanwhile...
I see you're not too fond of multiclassing. That's fine, I can live with that. Even though, for me, having multiclass levels is more a matter of personal experience in the same class rather than changing your actual career (i.e. no two clerics are alike, they're not exposed to the same factors, they're not raised the same, etc).
I'm curious, though, as to how you're planning on implementing changes in the class to avoid multiclassing. I guess you'd have to forgo some things in exchange for others. What's on your mind.
Even more... If there's someone who wants to play a Cleric, I would be open to change my character for another concept we might think of as a useful addition.
5d6 ⇒ (5, 4, 3, 3, 4) = 19 5+4+4=13
5d6 ⇒ (2, 4, 1, 2, 3) = 12 2+4+3=9
5d6 ⇒ (2, 4, 2, 3, 4) = 15 2+4+4=10
5d6 ⇒ (5, 6, 2, 4, 3) = 20 5+6+4=15
5d6 ⇒ (4, 1, 6, 2, 5) = 18 4+6+5=15
5d6 ⇒ (6, 4, 3, 5, 1) = 19 6+4+5=15
12.8 average, so...
5d6 ⇒ (5, 4, 4, 2, 2) = 17 5+4+4=13
5d6 ⇒ (6, 1, 1, 6, 1) = 15 6+6+1=13
5d6 ⇒ (5, 6, 5, 2, 4) = 22 5+6+5=16
5d6 ⇒ (5, 5, 6, 2, 1) = 19 5+5+6=16
5d6 ⇒ (3, 2, 2, 4, 5) = 16 3+4+5=12
5d6 ⇒ (4, 4, 3, 1, 6) = 18 4+4+6=14

DeJoker |

I accepted your friends request and I will try and figure out why the invite link did not work.
As for you character, I liked the basic concept of it and I was only making suggestions -- suggestions are not requirements -- I can live with multiclassing I just think I can generally give you what you want without the need for multiclassing and without unbalancing things.
So is the Twilight Domain what you want to go with and did you change your mind at all on the race or are you sticking with human? Keep in mind I only suggested those alternate races to adhere to the theme you had presented as humans really do not benefit from Twilight conditions like those that will have Low Light Vision and they generally do not prefer darkness over daylight. Still that does not mean they cannot just seems to me to more logical to choose a race that seems more intune with your explanation of the characters background.
Once I get a better idea of what you want to move forward with then I can apply the changes and present them to you. I actually think you might enjoy the end results but that is just my guess although I have been doing this kind of thing for years and most players really like the end results I come up with as it adheres to a theme and gives them all or most of the bells and whistles they were looking for.

DeJoker |

Excellent and I will look at it and see what magic I can work.
However still curoius about your final decision on race or will that be outlined in this character you are outlining -- or will that be a human in the outline and you let me know what possible more night oriented race you might prefer aesthetically wise??

Jereru |

Okay, I made this character (actually I tweaked it for your game). I used standard 5e rules, a variant Human and a multiclass Sorcerer/Cleric.
The character would go Cleric from them on. He's a kind of atoning, guilty-feeling hero, so he would go right in the middle of the fray, casting Bless for all his friends to enjoy. While maintaining Bless, he can use his weapon, ora cantrip, or cure a team mate, or even dodge. In the future, instead of Bless, he'll be able to cast Spirit Guardians, and thornwhip enemies into the SG area.
As this will turn him into a very desirable target, he'll put the Shield spell to good use, and he'll be happy to have proficiency in Con saves. His sorcerer level begins to gain real importance.
Now, for race, I'd like to play a human-like one, so humans are a thing, but also maybe Yuan-Ti and Dhampir.
As for class, well... Of course, having Con saves and the best protective spell in the game implemented into the Cleric would certainly rock real hard, but I understand this would come with an associated cost. Since that cost is unknown to me, hence my doubts.
Edit: yeah, I didn't fill in the personality traits yet. I just wanted to make sure you got a grasp of the crunch. I'm working on finishing it right now.
Also, as said before, I wouldn't mind changing my concept of there's a kind of character we're missing or one of the other players wants to play a tanky buffer.

DeJoker |

Sadly I really like the Dhampir race for this character but that would kill them as a cleric that can heal since drain life energies is Necrotic and Healing is Radiant and as stated if those two elements pass through the same body -- BOOM! -- no more body
So it looks like the Yaun-Ti but what if we tied that hunger thing from Dhampir into your Yaun-Ti character ?? And I mix the two a bit and remove the ability to drain life energies would something this tortured interest you as a player it kind of sounds like what you are presenting. Note making this modification and taking on the flaw would help me to add something else into that race to balance the downside of the hunger.

Jereru |

Sure, that would be something unique. I can incorporate this in the story, maybe he comes from Innsmouth where everybody worship Dagon and have mixed blood, then a pure blood (the character) is born and hence all the fuzz about him.
Oh, wait, I think that's the wrong setting :p But you know what I mean.
Oh btw I noticed you said you didn't want to mix Arcane and Divine magic so that's why I chose Divine Soul as the sorcerer subclass - it's the one which reminds me the pathfinder oracle.

scranford |

Everything looks good. I've got a crazy week, but hopefully can get the character presentable before next Monday. Takes a bit longer since the characters are a bit non-standard so not as easy to use D&D Beyond... but it will be worth it for the personalization.
5d6 ⇒ (3, 4, 2, 5, 4) = 18 13
5d6 ⇒ (1, 1, 2, 6, 5) = 15 13
5d6 ⇒ (6, 4, 4, 3, 2) = 19 16
5d6 ⇒ (2, 3, 1, 4, 6) = 16 13
5d6 ⇒ (3, 6, 2, 2, 2) = 15 11
5d6 ⇒ (6, 2, 3, 2, 6) = 19 15
Wow! All those odd numbers are crying out for human :-)

AGamer70 |

This seems interesting. I'll see what I can come up with. How many are you taking and when is the recruitment ending?
5d6 ⇒ (4, 5, 2, 1, 1) = 13 11
5d6 ⇒ (5, 5, 3, 1, 1) = 15 13
5d6 ⇒ (3, 2, 5, 4, 4) = 18 13
5d6 ⇒ (6, 4, 3, 5, 1) = 19 15
5d6 ⇒ (5, 6, 4, 2, 3) = 20 15
5d6 ⇒ (3, 4, 1, 3, 4) = 15 11
Lol avg 13 exactly. And I didn't even need a calculator. Apparently the rng is still stuck on odd numbers.

DeJoker |

AGamer70 The beauty of this game is that I can run numerous players as they end up forming their own parties an going on their own quests and each time you go out, unless you have figured out how, you never necessarily go back to the same place.
This of course will become evident as I get my first player ready to start because the intial encounter will be the same for everyone and will explain to some degree how things work.

DeJoker |

Well I am going to assume the intial group will team up but there will be a designated leader -- by me -- and they get to choose who they take with them on their adventure and then I repeat that so and so on... heck if you want to you can go out on your own but I will not guarantee that you will make it back alive but hey adventuring is a risky business ;)

scranford |

I sent you a friend request on discord. Couldn't do anything with the link you provided.
My concept is starting to come together. She is a wood elf from some backward part of the Kingdom without a lot of conduct with the outside world. She served as a hunter / guardian for the tribe along with many others, but sometimes her curiosity got the best of her.
She didn't originally have the Wild Magic but came across "Something" that changed her life forever, and she is now cursed/blessed with the magic surges.
She took this as an opportunity to leave her tribe and explore what the world had to offer as she was afraid that she would accidently hurt someone close to her. Since then, she's been wondering, never staying in one place too long, as she's afraid to get too close to someone and end up with her chaotic talent presenting itself at inopportune times.
As far as a Patron I'm thinking a "Loki" type patron might be fitting.
Thoughts?

DeJoker |

Yeah scranford seems others have that problem too apparently I can only send expiring links now the ability to make non-expiring links seems to have been deprecated. I shoot a new one today within Discord.
Ah so going the Trickster (Trickery) domain?
Hey Jereru where are we at have we completed the character yet? Also you never answered did you get my last message responding to all your questions?
Also does anyone else have a character they are ready for me to look at as I am ready to get this ball rolling.

Theodluin Oritumal |

Theodluin Oritumal, or Theo Oatmeal as he is commonly known, is ready to wake up in a dungeon.
Theo is a simple concept, it would be really funny to play Norington from Pirates 2 with an uppity high elf voice. And boy is it, but also this hobo bladesinger ended up being quite the delight and I'm happy to have a chance to put him to actual use.
His backstory is a bit of a play on the classic situation where a character is riding dragons and slaying gods in the backstory but then starts at lv 1. The Theo in the backstory was an elf who studied and trained everyday for centuries. The Theo in the game hasn't trained in decades and has been trying to drink himself to death the entire time. Also he pawned his good spellbook for booze money.
I expect Theo will be the non-plussed member of the group. Treating the situation not as a dangerous threat to his life, but as an annoying obstacle to his addictions.
However, I do not plan to play him as a cartoon character taking every chance to be "LOL Random". Nor do I plan to f!#+ over the party for laughs. It's funny if Theo aimsa fireball a little too close and y'all get a singed eyebrows and a reminder that he is a drunk with a very powerful gun. It's not funny if he actually hits the party with the fireball.

Mark Calaway |

Hi.
One question: Blessed Soul gives two skill proficiencies. Then it states when you go Cleric you gain all Cleric starting proficiencies but Saving Throws. So you gain Cleric Skill Proficiencies on top of the ones given by Blessed Soul and the background, for a total of 6? Or did you probably mean you gain Cleric starting proficiencies but Saves and Skills?

Theodluin Oritumal |

https://www.dndbeyond.com/sources/phb/customization-options#Multiclassing
Cleric grants Light armor, medium armor, and shields if you multiclass into it. It doesn't give any skill proficiencies.
Rogue, Ranger, and Bard give a skill prof when you multiclass into them, which can be chosen from the same list as the starting skill prof for the class