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==5e Material== ===Races=== All races in the 5e version of Aldis lack "set" ability score modifiers; they instead get a +2/+1 floating modifier at character creation that they can assign as they see fit. Humans just use the Variant Human rules from the 5e PHB. Night People: The setting's version of [[Orc]]s. A slave race engineered by the Shadow Lords, the evil powers that once ruled Aldis, but who always possessed greater independence and so fought their way free. They just use 5e's [[Half-Orc]] racial stats, barring the setting's stat adjustment. Rhydans: Intelligent talking animals. And they can take humanoids as their [[familiar]]s. Rhydans are primarily found as intelligent cats (resembling Siamese the size of leopards), dolphins, horse and wolves, although other species of rhydans are possible and left largely to the DM's discretion - mention is made of rhy-bears, and Aldea's [[griffon]]s and [[unicorn]]s are in many ways a supernatural strain of rhydan. As the most unusual race in Aldea, they have the most unique mechanics. All rhydans have the physical traits of their basic beast, although skills, hit dice and hit points are determined by their class instead, and they generate their ability scores normally. Rhydans with a size of Small or less have a [[Strength]] score capped at their base creatures Str+2. They all start with the feats Psychic (telepathy 60 feet) and Psychic Shield (Advantage on saves vs. spells that result in having your thoughts read, telepathic communication, commanding/dominating you, or inflicting psychic damage on you) and have the common trait '''Rhy-Bond''', which lets them have a single humanoid companion with whom they share a permanent telepathic link. Armor class, size, speed, natural attacks and natural features depend on the rhydan subrace. Sea-Folk: Androgynous amphibious humanoids, the setting's equivalent of [[triton]]s. Sea-folk are Medium sized humanoids with walking and swimming speeds of 30 feet. They can hold their breath for 10 + [[Constitution]] modifier minutes, withstand freezing cold water for ten times the normal duration, have Advantage on Constitution saves against cold water-induced ill effects, have Darkvision 60 feet, and can community with dolphins and other cetaceans. They also have a racial penalty; they need to either spend at least an hour submerged per day, or double their water requirement. You're probably better off just using [[Triton]] or even water [[Genasi]] stats. Vata: Aldis' equivalent of [[elves]]. While vata are distinguished as either "light vata" or "dark vata" based on their coloration (lights have milk-white skin, silvery white hair and violet, pale blue or pale green eyes; darks have the same hair and eyes but violet-gray skin, ranging from pearlescent to almost purple-black), they don't use the subrace mechanic. They are Medium sized humanoids with a base speed of 30 feet. They have Darkvision 60 feet, and the traits Rapid Recovery (when spending Hit Dice as part of a Short Rest, add +2 to each dice's result in addition to Constitution modifier) and Arcane Ancestry. This last trait lets them start play with two bonus feats: Psychic Shield and either Animist (cast Animal Friendship & Animal Messenger without components 1/day), Body Control (gives you some minor [[monk]]-like stunts usable 1/short rest), Psychic (telepathy 60 feet), Seer (can cast Guidance, can also cast Augury and Detect Magic as Rituals only), or Shaper (can cast Mage Hand, but with no components, range 60 feet, and hand is invisible). ===Subclasses=== [[Barbarian]]: In Aldea, barbarians are almost entirely human Totem Warriors or rhydan Berserkers - rhydans are often perceived as living totems, which they find either an honor or bemusing. Humans and night people from the magic-corrupted Shadowed Lands favor the '''Path of the Wasteland''', which focuses on survival against the environment and unnatural creatures. [[Bard]]: Aldean bards largely consist of the College of Lore (Aldin and Jarzon) and the College of Valor (Rezea). The Roamers have their own unique bardic tradition; the '''College of the Roads'''. This is essentially a bardic [[diviner]]. [[Cleric]]: The only Cleric Domain unique to Aldea is the '''Radiance''' domain, which is a kind of variant Light domain that also carries connotations of the old Good domain. All of the Gods of Light offer this domain, as does the faith of the Eternal Dance. Players are also advised to purchase the Green Ronin-produced ''Book of the Righteous'' and ''Book of Fiends'', which offer domains appropriate to the pantheon of Aldis. [[Druid]]: Druids in Aldea are largely worshippers of the Primordials. Whilst the Circle of the Moon is well-represented, the Circle of the Land is largely absent, instead replaced by the Rezean-originating '''Circle of the Clans'''. This is actually a variant Circle of the Lands, except that it swaps out the bonus spells for a new set based on the specific archetype that represents what role the druid fills amongst the clans of Rezea; Dream-Rider, Lore-Keeper, Nature-Rider, Herb-Runner or Sooth-Sayer. [[Fighter]]: The only Fighter subclass discussed in regards its role to the setting is the new '''Peacekeeper''', who focuses on taking down its opponents whilst inflicting as little damage as possible. They strive to prevent fights from occurring, and then end them with minimal loss of life and limb, and are focused on disarming, dodging, diplomacy and defensive tactics. [[Monk]]: Monks in Aldea are almost universally "Spirit Dancers", who seek spiritual enlightenment by physically emulating the Eternal Dance from which all things were created - this is represented mechanically as the '''Way of the Spirit Dance''', a hyper-mobile and agile monk subclass. The only other monk subclass known to be present in Aldea is the Way of Shadow, practiced in Kern. [[Paladin]]: Naturally, given its basis in Romantic Fantasy, Aldea is home to myriad paladins of various sorts. The most iconic are the Knights of the Blue Rose, whose Oath of the Rose is a slightly modified and more powerful Oath of Devotion, including giving them a [[griffon]] or [[unicorn]] as a steed. [[Ranger]]: The most unique Ranger subclass in Aldea is the '''Shadow Hunter''', a variant Hunter who focuses on hunting the forces of the Shadow - the setting's equivalent to [[fiend]]s and the [[undead]]. [[Rogue]]: Not even Aldea is bright and shiny enough to avoid being full of rogues--after all, the government of even the noblest kingdom will always have some need for [[Skill Monkey]]s. '''Rebels''' specialize in a combination of physical infiltration and emotional manipulation; they are rabble-rousers and mob-whippers, who excel at getting into peoples' heads and bringing them around to their point of view. [[Sorcerer (Dungeons & Dragons)|Sorcerer]]: Draconic sorcerers are absent on Aldea, as there are no dragons in this world. The most common, if not only, sorcerers are practitioners of '''Primal Sorcery'''; they're [[elementalist]]s, in the classic "pick earth, air, water or fire, and gain powers based on that specific element" flavor. [[Warlock]]: Despite the open acceptance and even reverance of magic in Aldea, warlocks are still seen as dangerous people who walk a path that can easily lead to ruin, assuming they are not willingly corrupted already. [[Archfey]] warlocks are the most respectable of the PHB iterations, as the fey are considered benign beings in Aldean cosmology. The Archfiend and the Great Old One are both regarded as different aspects of the Shadow, the force of ultimate evil, and treated accordingly. But two of the Primordials also offer Warlock pacts. '''The Autumn King''', having looked into the Shadow and been driven temporarily mad, offers mortals the power to shield themselves from corruption that Anwaren obtained through such painful sacrifice. '''The Winter Queen''', Selene, offers her supernatural insight and illusory powers to those who hunger for knowledge. [[Wizard]]: All of the traditional arts of magic are found in Aldea, although [[necromancer]]s are largely restriced to the dark realm of Kern, [[enchanter]]s have to watch their step because their magic is highly invitive of corruption, and [[conjurer]]s are rare, since conjuration largely is ineffective on Aldea thanks to its uniquely isolated place in the [[Multiverse]]. One arcane tradition unique to Aldea is the '''School of the Psyche''', which focuses on exploring the true source of magic: the Sea of Possibility, the pure power of mind and soul working in concert. They are essentially [[psion]]s. As they are the only class that turns a handful of their spells into psionic powers(which means: no components), they are maybe the only spellcasting class faithful to the original system. {{D&D-3rd-Party-Settings}} [[Category: Roleplaying]]
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