An introduction to DnD but bad lmao —
This is a fan version of Dungeons and Dragons that my friends play
Hey, if you're on this site, you're probably one of the people I sent the link to, if not, then hello! This site is just where I will write down any updates on our very peculiar interpretation of DnD
Races —
Here's what they do
Human - Easily learns new skills / Tighter sleep schedule
Elf - Proficient in ranged weapons, can climb easier / Largely hated by poorer classes, phobia of germs
Nymph - Higher mana and incredibly easy to trust / Less damage output outside of nature
Orc - Intimidating and resistant to ranged attacks / Slower moving and struggles with communication
Goblin - Small and nimble, less likely to get caught stealing / Easier to slay, seen as a pest and tend to be either ugly or adorable
Fairy - Small and has wings, very trustworthy, lots of magical properties/ Easier to slay and are hunted for their wings
Harpie - Has wings and are largely admired / Hunters will often hunt harpies for their eyes as they are unique and cost a lot
Feline - Nimble, cunning, excellent liars and can climb high / Largely hated and treated as lower class and cannot go in water
Dhampire - Thorns effect (Half the damage output is converted into health), very convincing / Sunlight cancels this effect and makes the Dhampire weaker
Angel - Hugely respected and often praised / Cannot sin but they can battle and they cannot enter places of devil worship
Demon - Cunning, amazing liar and immune to fire / Largely hated, cannot commit purities, cannot enter holy places and cannot be saved by divine intervention
Atlantian - Seen as nobility, regardless of actual class and can breathe underwater / Weak in deserts and needs hydration
Succubus - Seduction rates are guaranteed from the opposite gender / People of the same gender automatically distrust the succubus
Smartin - Studies ice magic and starts with an ice spell, immune to freezing / Cannot select magic classes and are very susceptible to burning
Oracle - Very intelligent and are very human like / Cannot understand acts of emotion
Goliath - Extremely tall and strong / Incredibly slow
Amphidex - Chameleon like in image and can camouflage themselves / Falls asleep in cold environments
Golem - Made of stone, immune to arrows / Slow, easily frozen
Demigod - Worshiped in certain cultures, depending on which God, gains special abilities / Hated by other cultures, often seen as a sacrifice and cannot be saved by divine intervention
Revenant - Allows 1 respawn of the player, able to pick a secondary race / Cannot heal anyone except themselves, healing does half the points it's actually worth, cannot be saved by divine intervention
Siren - Can hypnotize enemies with their voice, able to shape shift their legs from human to siren / Largely distrusted and are weaker outside of areas that have no nearby
water source (-10 attack)
Halfling - Combine two races but their pros and are dimmed down largely, whilst their cons are slightly increased
Kitsune - Human like appearance, has fox ears and 9 fox tails, seen as godlike beings, easier to cast fire magic / Massively feared due to rumours, hunted due to their rarity
Tiefling - Human like features, has ram horns and skin colour varies on the cold colour scale, largely trusted / Often overlooked due to their large abundance, prone to magic attacks
Spirit - Can possess other bodies or objects, can pick secondary class / Can be exorcised, cannot be saved by divine intervention
Dragonborne - Part human, part dragon, take an element from one of the five guardian dragons (Fire, Ice, Lightning, Dark, Light) and become resistant to those attacks, they can also be intimidating / Often hunted for realtion to dragons, can't fly and loud noises hurt their ears
Omen - an embodiment of darkness, trapped in a mortal body, they have the ability to step into the shadows and move amongst them / They bring incredible bad luck to any interaction they are in
Gellatos - Made of slime, they can go into hard to reach spaces and can separate and control their own body parts / Very flammable and are physically weak
Ogre - A distant cousin of the Orc, they are very strong, smart and easily intimidate enemies, can communicate with wildlife / Susceptible to fire, smoke and age rapidly when burned, their sweat also stinks
Caustillin - Snake like creatures, who secrete caustic mucus, which effects depend on the species of Caustillin
(Listher - Causes hallucinations)
(Harrower - Extremely potent toxin)
(Caustic - Causes victim to lose senses)
(Erroronin - Dissolves non living matter)
/ All species cannot secrete mucus under water and struggle to swim
Bloodherald - Able to track living beings, able to move incredibly quick in wild areas, can see in the dark / Have to roll to sleep, susceptible to rabies, struggles with communication
Shmuman - A hybrid of human and mushroom, the Shmuman is able to see in the dark and live without sleep, if any creature bites the skin of the Shmuman, they will either be poisoned or they will get high, depending on the chosen architype, however, the Shmuman will lose accuracy when in sunlight
Classes —
Here's what they do
Warrior - The warrior starts with a short sword and can easily use melee weapons, the warrior is also excellent at intimidation; Warriors are able to go into a rage state once their health is below 25, they take double damage but their attacks also do double damage, this lasts for 3 of their turns
Archer - The archer starts with a bow and 120 arrows, they also have razor sharp vision as well as the respect of certain villages and elves, archers tend to be able to make traps as well and can use various coatings on their arrows
Mage - A mage studies the elemental arts and can only study spells from the four elements (Fire, Water, Air, Earth) They start with one spell from one of these elements but can learn all four of them
Paladin - Paladins are well respected, holy warriors they start with a broadsword and a sheild, if they pray everyday then they can channel the spirit of their deity into themselves, they must wait 5 in game days before doing this again
Engineer - Engineers are smart and quick on their feet, always carrying their trusty toolbox to make weapons or machines out of anything or even turn things into other things
Sage - Sages understand magic regarding nature and healing but are widely targeted for kidnappings due to their high demand , they start with a basic healing spell
Necromancer - Necromancers perform black magic, which is widely shunned from most cultures, they start with a basic revival spell and are able to manipulate the undead
Thief - Thiefs are commonly seen in areas of poverty and are expert pick pockets, the thief starts with a sum of stolen gold (50 coins) as well as the ability to either pickpocket or lockpick
Bounty hunter - Bounty hunters are respected by those in poverty but despised by Paladins and Royal guards, bounty hunters have a 100% chance of getting bounty information and get paid double
Outlaw - Outlaws are always on call for those in need, armed with a crossbow and 30 bolts they go and help those who the law ignores, they start with their crossbow, grappling hook and the ability to speak Thieves can't (Say something that sounds completely different to other people other than your party)
Royal guard - Royal guards are respected by Paladins but are feared by lower classes due to brutality, they come equipped with a mace or a spear, accompanied with a sheild
Bard - Bards enchant those around them with their music, the effects a bard can have can be gentle and healing or harsh and damaging, bards have an entertainment value, allowing them to make money easier, they start with a wooden lute and the song "Inspire!" (Allows the bard or another player to add a second roll onto any action, keep in mind, this is not a re-roll but an additional roll to add up)
Chaos mage - Chaos mages study chaos magic, magic that they can barley control but is devastating in damage, they start with a lightning strike spell or an explosion spell
Rouge - A rouge is always on the run for the law but are very sneaky, they utilise the shadows and stealth takedowns to kill their opposition, they come equipped with a dagger
Beast master - Beast masters are quite uncommon in this world but they have honed the ability to communicate with animals and can summon them to do battle, beast masters come equipped with a wolf familiar
Unknown - These people can learn another class later on but have to stick to it once they learn it, these people gain no advantage or disadvantage
Astrologer - Astrologers look to the stars to gain their power and even predict and alter the future, they gain boosted stats depending on the in game month but they are largely seen as scam artists due to the amount of fakers out there, astrologists start with a steel telescope
Cleric - Clerics are worshippers of various god's and can keep their faith to boost their stats and even summon holy spirit's, they start with a staff and later on can call for divine intervention (If a player or NPC is about to die in battle, call upon the holy figure that you worship and prevent that death but your holy abilities are silenced for 7 in game days)
Monk - Monks cannot weild weapons but can instead increase their physical strength through training and can turn damage against their enemies, Monks start with a parry ability
Occursed - Weilders of various magic, the occursed are beings that have sold of great values for the ability to weild magic, some sell their souls, some take a loan of debt and others will be bound to a possessed weapon, they start with either - Curse of the souless (Cannot have their souls taken) or Debt penalty (Cannot die but cannot own any gold until their debt of 100,000 gold is payed off, all gold they own is automatically put into their debt) or Cursed blade (Have a sword that deals a 5+ multiplayer to rolls, this sword is not able to be unequipped and contains a demon within) All Occursed can learn up to 4 of any spells but only via teachings rather than tomes
Cultist - A cultist worships their leader and instead of praying, they gain their power through bloodshed, being their victims or themselves, rather than learning magic, they can learn components used within magic to create "budget" spells, less damage overall but they are able to substitute these ingredients for blood if so needed, they learn spells via sacrifice, they start with a sacrificial dagger and later on can use divine intervention (If a player or NPC is about to die in battle, call upon the holy figure that you worship and prevent that death but your holy abilities are silenced for 7 in game days)
Alchemist - An alchemist specializes in crafting potions, the effects of the potions have little limitations, the alchemist first has to know how to make the potion with the correct ingredients; potions also cannot be brewer mid battle, the alchemist will start out with a book of potion formulas as well as 10 glass bottles and a vitality root.
Illusionist - These are specialised class of mage, who study the art of deception and trickery, they tend to be a lot better at lying than most and they tend to be quite convincing; they start with a shape shift
Jouster - These are knights who have retired to a life of entertainment, participating in jousting tournaments throughout their kingdom, they tend to be popular amongst kingdom folk and horses, they start with their very own horse and a lance
The bound - The bound are an organisation that studies a long forgotten form of magic, they have the ability to restrict almost any thing; ranging from stopping movement, spells or in some rare cases, breathing as a whole, the bound's moral code requires that they restrict themselves as well, removing a part of themselves, such as a sense or a certain emotion, they start with a simple chain spell (Allows the user to target an enemy and wrap them in chains, the enemy has to roll to escape)
Ventriloquist - A ventriloquist is not a simple puppeteer, a ventriloquist's puppet or doll has been possessed by a demon or spirit, they have found out how to summon these spirits through movement on their cross brase, whilst the puppeteer doesn't do much fighting themselves, they can take control of their spirits or even other bodies, they start with their cross brase (Allows control over spirits and weak minded people) and a basic marionette
Elemental bender - Choose an element from the mage's selection (Fire, water, air, earth), this class can control that element and manipulate it without using mana, although the element itself has to be nearby and cannot just be used randomly, they start with basic bending techniques
Hunter - A hunter is someone who kills for their own gain, instead of gaining money for their kills, they can take parts from the bodies of their victims and turn them into weaponry, they start with a hunting knife
Runecaster - Runescasters can learn wide variety of spells, whilst using very little mana, this is because they channel runes, spells contained within depictions, such as drawings or chants, these spells are written or sketched within their rune time and are cast using their flare spell if they "draw" the rune successfully, they can channel the effects through themselves or small objects, they start with a rune time and a flare spell
Pirate - The pirate hails from the seven seas, having extensive knowledge on the creatures of he sea, they are very good at stealing and know how to pilot a ship, they start with a cutlass and a spyglass
Ninja - Adopting the ways of stealth, the ninja relies on the element of surprise, allowing them to be almost silent when sneaking around, they are also incredibly acrobatic, allowing them to maneuver swiftly, they start with a set of returning throwing stars and 3 smoke bombs
Mindflayer - Achieving wisdom beyond any comprehension, the mindflayer's domain is the mind, able to use its mind to affect the real world with telekinesis and the mental terrain with psychic abilities, they start with a communication spell and a novice telekinetic spell
Artificer - Much like the engineer, the artificer makes items but instead with magical properties, they can create numerous gadgets using spells or combining things with magical items or artifacts, they start with a (reasonable) creation of choice
Grappler - Choosing to use their own body instead of conventional weapons, the Grappler brings enemies up close and keeps them there, they are able to grab people and piledrive them, the grappler gets a second dice roll on damage if the enemy is near them or grabbed
D&D but SIMPLE —
Easier for beginners, look at the other stuff later
Races -
Human - Easily learns new skills / Tighter sleep schedule
Elf - Ranged weapons cannot miss / Largely hated by humanity
Nymph - Higher mana and incredibly easy to trust / Less damage output outside of nature
Orc - Intimidating and resistant to ranged attacks / Slower moving and struggles with communication
Classes -
Warrior - The warrior starts with a short sword and can easily use melee weapons, the warrior is also excellent at intimidation; Warriors are able to go into a rage state once their health is below 25, they take double damage but their attacks also do double damage, this lasts for 3 of their turns
Archer - The archer starts with a bow and 30 arrows, they also have razor sharp vision as well as the respect of certain villages and elves, archers tend to be able to make traps as well and can use various coatings on their arrows
Mage - A mage studies the elemental arts and can only study spells from the four elements (Fire, Water, Air, Earth) They start with one spell from one of these elements but can learn all four of them
Thief - Thiefs are commonly seen in areas of poverty and are expert pick pockets, the thief starts with a sum of stolen gold (50 coins) as well as the ability to either pickpocket or lockpick
Current party members —
Who is alive?
Name, Race, Gender, Class, Life
Maurice, Bloodherald, Male, Mindflayer (Abdul 2)
Hendrickson, Revenant/Demigod, Male, Sage (Bailey 4)
Tiny Tina, Goliath, No gender, Paladin (Aidan 2)
Kaido, Oracle, Male, Bound (Liam 1)
Travis, Human, Male, Monk (Colin 1)
Alucrab, Dhampire, Male, Beast Master (Trinity 1)
Skronk, Omen, Male, Occursed (MH 1)
Jag, Feline, Male, Engineer (Lewis 1)
Harlequin, Angel, Female, Ventriloquist (Miyra 1)
Dean, Demon, Male, Thief (Kyllo 1)
Campaign 3 God's / Demigods —
Here are the Gods in the third campaign
Amaterasu - The God of life
Aries - The God of war
Benzaiten - The God of love
Hades - The God of hate
Sol - The God of time
Cronus - Demigod of Earth
Athena - Demigod of Jupiter
Caeso - Demigod of Pluto
Servius - Demigod of Uranus
Hercules - Demigod of Venus
Hera - Demigod of Neptune
Artemis - Demigod of Mars
Mawi - Demigod of Saturn
Cupid - Demigod of Mercury
The fallen —
Who has died in the campaign?
(In order)
???, Goblin, Male, Thief, Burned to death (Corban, 1)
???, Amphidex, Female, Rouge, Suicide (Corban, 2)
Blunder, Fairy, Male, Paladin, Poisoned and overly treated (Sean, 1)
Abdul, Demon, Male, Bounty hunter, Killed by goblins (Abdul 1)
Aidina, Nymph, Female, Chaos mage, Stabbed by skeleton warrior (Aidan 1)
Icarus, Harpie, Male, Astrologer, Stabbed by a skeleton (Liam 1)
Stephonzo, Smartin, Female, Unknown, Heart ripped out at the purity cave (NPC)
(END OF CAMPAIGN 2)
William, Feline, Male, Thief, Blown up by Ino (Clay 1)
Bella, Human, Female, Warrior, Crushed/Split by the elemental golumn in the magika war (Corban 1)
(END OF CAMPAIGN 3)
Drivore, Dragonbourn, Male, Necromancer, Fell in a moat and head crushed by a puppet (Bailey 1)
Ino, Kitsune, Female, Chaos Mage, Inflated like a balloon then exploded (Aidan 1)
Noelle, Succubus/Revenant, Female, Element bender, Killed twice by a spike trap (Bailey 2)
Bloodhound, Spirit, Male, Monk/Ninja, Battled Travis and lost (Bailey 3)
Cronus, Demigod, Male, Element bender, Turned into a portal in the spirit realm for completing their life goals (Abdul 1)
Hendrickson, Demigod/Revenant, Male, Sage, Devoured by a hydra spider in the sartarna burrows (Bailey 4)
Maurice, Bloodherald, Male, Mindflayer, Blew up due to the ankh's curse (Abdul 2)
Campaign status —
States of characters from campaigns that have ended
Campaign 1 - The chaos insues
Aidina - Deceased (In C2)
Johnny - Desceaed (Unknown)
Lucifer - Desceaed (Unknown)
Sean - ???
Jeff - Alive
Abdul - ???
Clay - ???
Amber - Alive
Stephonzo - Desceaed (In C2)
Campaign 2 - Less dungeons, more dragons!
Orlax - ???
Ezumi - ???
Aroura - ???
Douglas - Alive
Gibbytron - ???
Unnamed - ???
Angelo - Alive
Sebastian (Mute child) - Alive
Stephonzo - Desceaed
Campaign 3 - A god's bucket list
Cronus - Alive
Drivorg - Deceased (In C4)
Kaido - Alive
Ino - Deceased (In C4)
Keiron - ???
Jeff - ???
Gibbytron II - ???
MeepMeep - ???
Stuff to help play —
It helps sometimes
For the random generator - Use a scale of 1 - 20, unless it's for an enemy attack or a NPC interaction, then adjust to fit the size of the party
Subnotes —
Extra shite
1 Shot kills don't work on player characters or bosses / sub bosses
Possession in any form requires a 3/20 roll
Possession rolls are reliant on wisdom stat
Sleep during the night heals max health, during the day it heals 10 health, 5 during combat, players can only sleep once per day
Binding spells (Eg: The bound's spell of binding, bardic bondage, dummy strings, ect) Can last only 1-2 turns, 3 on a crit
Stealth as a stat relies on deception, saves from stealth kills rely on wisdom
Deception rolls can be countered by Wisdom if it is world knowledge or Intelligence if it is book/educational knowledge (Eg : Lying about what someone says / Lying about the colour of the sky)