Subclass prompts

May 30, 2024 2:41 am
Here is a place to talk specifically about subclass prompts

As a start, here is my "Gandalf like" wizard subclass which actually seems sort of fun

https://g.co/gemini/share/596c75370a86
May 30, 2024 6:50 pm
Here is a stalker of the woods Druid, https://g.co/gemini/share/5195c81c2618 says it’s circle of the moon based
Last edited May 30, 2024 6:51 pm
May 31, 2024 1:14 am
Arrcher101 says:
Here is a stalker of the woods Druid, https://g.co/gemini/share/5195c81c2618 says it’s circle of the moon based
At 6th level you have a permanent hunters mark when wildshaped?
May 31, 2024 1:27 am
I belive that's "Hunter's Strike" not "Hunter's Mark".

Hunter's Strike: Your next attack this turn deals an extra 1d6 damage of a type appropriate to your Wild Shape form (piercing for a beast with claws or teeth, slashing for a beast with claws or beak, bludgeoning for a beast with a thick hide).
May 31, 2024 2:00 pm
Which is basically a Hunters Mark/favoredFoe increase on your attacks.
May 31, 2024 2:32 pm
You have to use a bonus action to do it, so if you had a concentration spell up like flaming sphere you wouldn't be able to use it that turn. If we felt it wad op we could give it a # of uses (maybe wis mod) per long rest?
May 31, 2024 2:35 pm
valdattaMadun says:
Which is basically a Hunters Mark/favoredFoe increase on your attacks.
My bad, I was thinking more about the advantage on Perception and survival checks against the mark...I'd forgotten about the additional damage.

I have a character in another game who is a Ranger Primal Guardian that gets +1d6 damage on first attack every turn by way of the Piercing Thorns ability from that subclass.
Quote:
At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
Granted, it is from Unearthed Arcana, but there may be other subclasses with something similar?
May 31, 2024 5:31 pm
I think the adding 1dx to an attack each turn is a pretty basic Ranger ability sometimes with additional affects and what not.

and honestly I don't think we should care too much about "OP"ness if AI seems to spit it out,
May 31, 2024 5:37 pm
valdattaMadun says:
and honestly I don't think we should care too much about "OP"ness if AI seems to spit it out,
Agreed

Last edited May 31, 2024 6:03 pm
May 31, 2024 5:59 pm
Will AI be used to generate NPCs and thier stats? Or will you match up existing characters and creatures?
May 31, 2024 6:19 pm
I think using the AI to generate NPC's would make sense. Creatures, might be a blend based on what the encounter/campaign prompt comes out as.
May 31, 2024 6:22 pm
And are we doing 2 PCs each or just one? In the game description page it says 2 so i just wanted to check.
May 31, 2024 6:31 pm
I put it where you can enter 2 PC's I figure if you select a "main" and a backup in case death/dismemberment/it seemed whacky enough but turned out to be too whacky.

This way if a change is needed it wouldn't be too hard to just go "imma go with my backup" we have a lot of chaos potentially so less chaos on something like that makes sense to me
May 31, 2024 6:33 pm
Sounds good
May 31, 2024 7:18 pm
First prompt, class based on dragon age Morrigan..., features above lvl 10 first try only went to lvl 10..., sub class Keeper of the Gloom..., race Wildborn..., traits and background together....

So you don’t always have to go through the links everything is in this note.

Note


The Wild Weaver (Custom Class)

The Wild Weaver draws power from the natural world and ancient pacts, blending elements of a druid, warlock, and shapeshifter. They possess a keen understanding of the wilderness, command potent elemental magic, and can transform into ferocious beasts.

Hit Dice: d8
Armor: Light armor
Weapons: Simple weapons, daggers, clubs, staves
Tools: Herbalism kit, thieves' tools (one chosen)
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Acrobatics, Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, Religion, Stealth

Wild Weaver Features

Primal Connection (Level 1): You gain proficiency in the Nature and Arcana skills. You can also speak Sylvan, the language of plants and many fey creatures.

Form of the Wild (Level 1): You have learned to tap into the primal essence of beasts. As an action, you can transform into a beast that has a challenge rating of no higher than 1/4, while you remain in that form. Your statistics in beast form are the same as the beast's, except you retain your Intelligence, Wisdom, and Charisma scores. You retain your alignment and personality. You can stay in beast form for 1 hour (as a bonus action you can revert earlier). You can use this feature twice per long rest. When you reach 3rd level, the challenge rating of beasts you can transform into increases to 1/2. At 5th level, it becomes 1, and at 7th level, it becomes 2.

Warden's Intuition (Level 2): You can cast the Speak with Animals spell once with this feature, and you regain the ability to do so when you finish a long rest. Additionally, when you track a creature that has left tracks within the past 24 hours, you can roll a Wisdom (Survival) check with advantage.

Elemental Fury (Level 3): You learn the Druidcraft cantrip. You can also cast the Burning Hands spell once with this feature, and you regain the ability to do so when you finish a long rest. As you gain levels in this class, you can cast Burning Hands using higher spell slots. (Spell slot level = character level / 3, rounded down.)

Pact Boon (Level 3): You choose one of the following boons granted by your connection to nature:

Whispers of the Wild: As an action, you can expend a spell slot to gain advantage on a Wisdom (Perception) check that relies on sight or hearing. For the duration of this benefit (lasting 1 minute per spell slot level expended), you can also speak and understand the languages of beasts that are within 30 feet of you.
Shapechanger's Agility: While you are in a beast form gained with Form of the Wild, you can use your Dexterity modifier instead of your Strength modifier for your attack rolls and for Strength (Athletics) or Strength (Acrobatics) checks.
Ritual Mastery: You gain the ability to cast certain spells as rituals. Choose two 1st-level spells that appear on the druid spell list. You can cast those spells as rituals if their casting time is 1 minute or longer. You ritualistically cast a spell by following its normal casting time, but there are no somatic or verbal components and the spell doesn't require material components (unless the cost is a single spell component that you have in hand). You gain access to two additional spells of your choice to cast as rituals at level 9 (2nd level spells) and 17th level (3rd level spells).
Elemental Focus (Level 6): You can choose to deal an extra 1d6 fire damage with a spell that deals fire damage, or an extra 1d6 cold damage with a spell that deals cold damage. You can use this feature once per turn.

Wild Shape Adaptation (Level 7): While in a beast form gained with Form of the Wild, you can use a bonus action to sprout claws or fangs if the beast you're transformed into doesn't already have them. These natural weapons have a +X to hit and deal 1d4 + X slashing or piercing damage (your choice), where X is your Wisdom modifier. This bonus action can only be used once per turn while in wild shape.

Feral Might (Level 10): When you hit a creature with a weapon attack in your normal form (not wild shape), you can expend a spell slot to deal extra necrotic damage to the target equal to 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st.

LVLs 10-20

Wild Weaver Features (Continued)

Primeval Transformation (Level 18): Your mastery over shapeshifting has reached a new peak. When you use your Form of the Wild feature, you can now choose to transform into a beast that has a challenge rating of no higher than your proficiency bonus. Additionally, while in a beast form gained with Form of the Wild, you can maintain the form indefinitely until you dismiss it as a bonus action. You regain all expended uses of Form of the Wild when you finish a long rest.

Archdruid's Wrath (Level 20): As a bonus action, you can unleash the primal rage within you. For 1 minute, you gain the following benefits:

You gain resistance to all non-magical damage.
When a creature within 10 feet of you hits you with an attack roll, you can use your reaction to force the creature to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature takes force damage equal to half your Wild Shape damage die (rounded down), and it is pushed 10 feet away from you.
Once per turn, when you hit a creature with a weapon attack, you can choose to expend a spell slot to deal extra force damage to the target equal to 5d8 for a 1st-level spell slot, plus 2d8 for each spell level higher than 1st.
This feature ends early if you are incapacitated or if your concentration is broken (as if concentrating on a spell). Once you use this feature, you can't use it again until you finish a long rest.

Subclass

Wild Weaver Subclass: Keeper of the Gloom (Level 3)

The Keeper of the Gloom delves deeper into the primal shadows, harnessing the power of darkness and transformation to become a master of stealth and manipulation.

Shadow Weaver (Level 3):

You gain proficiency in the Deception skill if you are not already proficient.
You can cast the Darkness spell once with this feature, and you regain the ability to do so when you finish a long rest. As you gain levels in this class, you can cast Darkness using higher spell slots. (Spell slot level = character level / 3, rounded down.)
Shadow Form (Level 3):

As a bonus action, you can shroud yourself in shadowy energy, becoming invisible for up to 1 minute. During this time, you have darkvision out to 60 feet, and your walking speed is increased by 10 feet. When you attack or cast a spell, or when the duration ends, the invisibility ends. You can use this feature twice per long rest. At 11th level, the duration increases to 10 minutes, and you can use this feature three times per long rest.

Master of Deception (Level 6):

You can cast the Pass without Trace spell once with this feature, and you regain the ability to do so when you finish a long rest. Additionally, whenever you hit a creature with an attack roll while invisible, you can use your reaction to force the creature to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature is frightened of you until the end of your next turn.

Gloom Infusion (Level 10):

Once per turn, when you hit a creature with a weapon attack, you can choose to inflict an additional 1d6 necrotic damage. Additionally, whenever a creature within 10 feet of you fails a saving throw against a spell you cast, you regain a spell slot of 2nd level or lower (no higher than the spell used to trigger this effect).

Shape of Dread (Level 14):

While in a beast form gained with Form of the Wild, you can choose to transform into a monstrous shadow beast with a challenge rating of no higher than your proficiency bonus - 2. This shadow beast has darkvision 120 feet, resistance to non-magical bludgeoning, piercing, and slashing damage, and the ability to cast the Darkness spell at will. You can use this feature once per long rest.

Race


Wildborn: Children of the Weave

The Wildborn are a race of humanoids inextricably linked to the primal forces of nature. They possess an innate understanding of the wild magic that flows through the world, making them natural fits for the Wild Weaver class.

Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age: Wildborn mature at roughly the same rate as humans, reaching adulthood around 20 and living up to 100 years.

Size: Wildborn are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 35 feet.

Natural Weaver: You have proficiency in the Nature skill. You can cast the Druidcraft cantrip without needing any material components. You can cast this cantrip as a bonus action.

Wild Sense: Beginning at 3rd level, you have advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing while you are in your natural surroundings.

Resilience of the Wild: Starting at 5th level, you have resistance to damage from nonmagical bludgeoning, piercing, and slashing weapons.

Wild Shape: Starting at 7th level, you can use an action to transform into a beast that has a challenge rating of no higher than 1/2. You remain in beast form for 1 hour, until you drop to 0 hit points, or until you use an action to revert to your normal form. When you revert to your normal form, you can't assume a wild shape again for 1 hour. You can use this feature twice per long rest. You can choose any beast form that you have seen or heard of before (no summoning required). While you are transformed, your gaming statistics are replaced by the beast's statistics, but you retain your Intelligence, Wisdom, and Charisma scores. You also retain your alignment and personality.

Languages: You can speak, read, and write Common and Sylvan. Sylvan is the language of the fey, a secret tongue that allows you to communicate with many kinds of woodland creatures

Traits and Background

Keeper of the Gloom Traits

Shadow Affinity: You have a natural connection to the shadowy aspects of the Weave. You gain the following benefits:

Dim Light Vision: You can see in dim light conditions as if they were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shadow Resistance: You have resistance to necrotic damage.
Gloom Consumption: As a bonus action, you can reach out with your shadow and absorb a dim light source within 10 feet of you, extinguishing it and granting yourself a temporary boost. Choose one of the following effects, which lasts until the end of your next turn:

Shadow Strike: Your next weapon attack this turn has advantage and deals an extra 1d6 necrotic damage on a hit.
Shrouded Form: You gain a +2 bonus to your AC until the end of your next turn.
Weaving Darkness: Starting at 11th level, you can expend a spell slot as a bonus action to create a 10-foot-radius sphere of magical darkness centered on a point you choose within 60 feet of you. This darkness lasts for 1 minute or until you dismiss it as a bonus action. The darkness spreads around corners and blinds any creature that enters it or starts its turn there. A creature with darkvision can see through the darkness normally within the sphere.

Keeper of the Gloom Background

Harbinger of Gloom:

Your connection to the Weave manifests in a unique way – an affinity for shadows and the secrets they hold. Perhaps you were born during a rare eclipse, raised in a shadowed forest, or touched by some unknown entity of the gloom. This has led you down a path of studying the hidden aspects of magic, particularly those associated with darkness and transformation.

Personality Traits:

You have a quiet and introspective nature, preferring solitude to large gatherings.
You are fascinated by the mysteries of the night and the secrets hidden in darkness.
You have a strong sense of justice, but your methods can be unconventional and shrouded in shadow.

Ideals:

Balance: The light and dark are two sides of the same coin, and maintaining balance is crucial. (Neutral)
Hidden Knowledge: The secrets of the shadows hold power, but they must be used responsibly. (Neutral)
Redemption: Even the darkest heart can find redemption, but the path may be shrouded in darkness. (Good)
Bonds:

You are bound to protect a village or loved one from a hidden threat lurking in the shadows.
You seek to uncover a lost artifact or forgotten knowledge related to the shadowy aspects of the Weave.
You are haunted by a past mistake committed in the pursuit of power or knowledge.

Flaws:

You are distrustful of others, believing they do not understand the true power of darkness.
You are tempted to use your shadow magic for personal gain, even if the consequences are dire.
You have a morbid fascination with death and the secrets it holds.
This background provides a starting point for your Keeper of the Gloom Wild Weaver. Feel free to customize it further to fit your character's unique story and motivations.

Jun 1, 2024 1:16 am
Okay, my 1st attempt at refinement. (I may stick with this portal master idea, unless I watch another TV show that inspires me to create something else, lol. But I seem to be gravitating towards charaters that prioritize one gimmick.) I already like this one better, except for the Battle Master abilities

Prompt II

Using D&D 5e rules, create a new subclass for the fighter class that uses portals to attack enemies and escape from threats. Create class abilities at level 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10 that use the power of small portals. Character should not be a caster nor use magic or spell slots. At higher levels, the characters powers should increase from portals to be able to teleport.
[ +- ] subclass
Jun 1, 2024 1:24 am
The huge thing that seems to be missing, unless I'm missing something, is wording that states where the other end of the portal leads to??

You step through to where?
Jun 1, 2024 1:34 am
which part are you referring to? I guess when I read the '10 feet' near the beggining, I just locked that in my brain for all the rest of the portal abilities.
I guess I can add a range limit to the prompt next time I try it.
Jun 1, 2024 1:37 am
So the portal simply let's you move 10'?

I'm thinking portal opens next to you the other end opens some distance away from you. When you look in one end you can see out the other, then pick a spot 10' or less from the mouth of the portal on the other end.

But the subclass doesn't determine the distance between where the portal starts and where it finishes.

60', 300', 10 miles?, another plane of existence?
Last edited June 1, 2024 1:40 am
Jun 1, 2024 1:41 am
One thing to consider on classes and subclasses is levels where things happen.

Making a class? Add to the pronpt ASIs happen at lvl 4, 8 etc

But mostly everything I think would work
Jun 1, 2024 1:54 am
I'll try it again later, adding some details. gonna eat and watch cartoons
Jun 1, 2024 11:28 pm
Well, I was watching My Adventures with Superman, and the Parasite inspired me to try this:
https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fi.ytimg.com%2Fvi%2FKme6oP0tX_s%2Fmqdefault.jpg&f=1&nofb=1&ipt=e748805bd4f8c269efd6c32a0a058eacb8676c70c42047ca68c47d4cad014744&ipo=images
Using the rules for D&D 5e, create a new subclass for the warlock whose abilities are based on temporarily stealing other characters spells, powers, feats, and abilities. Create class abilities at level 2, 4, 6, 8, and 10. Also provide some unique spells centered around using the stats and talents of other characters
[ +- ] TEXT
Not sure if warlock is the best class for this. But enough goofing off, back to the portal master...
Jun 1, 2024 11:50 pm
Using D&D 5e rules, create a new subclass for the fighter class that uses portals to attack enemies and escape from threats. Create class abilities at level 3, 7, and 10 that use the power of small portals. Character should not be a caster nor use magic or spell slots. At higher levels, the characters powers should increase from creating portals to being able to teleport. How far the portals can reach, and how far the character can teleport should always be clearly defined. Ability score increases should be at levels, 4, 6 , 8, 12, 14, 16 and 19. The character should gain extra attack at levels 5 and 11
[ +- ] getting better?
Jun 5, 2024 3:57 am
so, can we keep tweaking 'til we get the subclass the way we want it? Do we need GM approval? Do we get a limited number of attempts?
Jun 5, 2024 5:39 pm
I would say, in the spirit of it. limit to maybe 3 tweaks in a prompt? but overall if you want to do this all day, do it all day.

Once I run the campaign prompt and it is chosen I will probably set a "have the character done by Monday" type of deadline
Jun 6, 2024 2:00 am
Ok, lemme try one more time. I love the randomness, but it's gotta be somewhat playable, so I'm gonna try and go with the idea of using dice to power the powers.

input: Using D&D 5e rules, create a new subclass for the fighter class that uses portals to attack enemies and escape from threats.

The subclass should gain superiority die similar to the Battle Master, but instead of the superiority die being used for Maneuvers, they should be used for this new subclasses portal abilities.

Create class abilities at level 3, 7, 10, 15 and 18 that use the power of small portals. Character should not be a caster nor use magic or spell slots. The characters powers should increase from creating portals to attack through, to being able to teleport themselves and allies, to being able to teleport enemies. How far the portals can reach, and how far the character can teleport should always be clearly defined, and the distance should increase as the characters level increases.

Ability score increases should be at levels, 4, 6 , 8, 12, 14, 16 and 19. The character should gain extra attack at levels 5, 11 and 20

The character should gain the standard fighter features at the same level as other fighter subclasses.
[ +- ] output
Hmm, won't be using the powers that much with only a couple 'portal dice' but I'll go with it. I'm assuming 'Dimensional Dodge' avoids the attack? halves the damage? gonna be the GM's call on some of these.

edit: oh geez, I just saw there was more than one draft
Last edited June 6, 2024 2:04 am
Jun 27, 2024 7:07 pm
Giving it some tries.

https://chatgpt.com/share/20c2f944-6008-4d05-96d7-cc5d6209707a

Input:
Create me a D&D 5E Subclass. The main class is Rogue The subclass should feel like it is heavily inspired on warlock, combining dextrous melee with eldritch powers. Provide some lore on where these powers come from. Grant features on the same levels as on other Rogue subclasses which can include warlock cantrips and invocations.

Output:
Rogue Subclass: The Eldritch Blade

Lore:
In the world of mysticism and shadows, there exists a clandestine pact between the Rogues and eldritch beings from beyond the mortal realm. These entities, known as the Whispering Shadows, grant their chosen rogues access to otherworldly powers in exchange for their service and secrecy. The rogues who accept this pact become Eldritch Blades, masters of combining their agility and combat prowess with the arcane might of the Whispering Shadows.

The Eldritch Blades are rare and elusive, often operating in the shadows and using their abilities to carry out missions that ordinary rogues would find impossible. Their powers manifest in a blend of swift melee strikes and arcane abilities, making them formidable opponents.

Subclass Features:

Level 3: Pact of the Blade
Upon choosing this archetype at 3rd level, you forge a pact with the Whispering Shadows. This pact grants you the ability to use warlock cantrips and invocations to enhance your combat abilities.

Eldritch Cantrips: You learn two cantrips of your choice from the warlock spell list. They count as rogue cantrips for you, and Charisma is your spellcasting ability for them.

Invocations: You gain one Eldritch Invocation of your choice from the warlock class. You gain an additional invocation at 9th, 13th, and 17th levels. These invocations must be chosen from those available to warlocks and must be invocations that do not have a prerequisite level higher than your rogue level.

Level 9: Shadow Step
At 9th level, you gain the ability to step through the veil between worlds. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. If you use this ability to appear in dim light or darkness, you become invisible until the start of your next turn or until you make an attack or cast a spell.

Level 13: Eldritch Strikes
At 13th level, your melee attacks are infused with eldritch energy. When you hit a creature with a melee weapon attack, you can choose to deal additional psychic damage equal to your Charisma modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 17: Whispering Shadows
At 17th level, the Whispering Shadows grant you the ability to blur the line between the material and ethereal planes. As an action, you can become ethereal, as if you had cast the etherealness spell, without expending a spell slot. While in this form, you can use your Shadow Step feature without limitation, and your Eldritch Strikes deal an additional 1d8 psychic damage. This ethereal form lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Invocations Suggestions:

Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components.
Devil’s Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Beguiling Influence: You gain proficiency in the Deception and Persuasion skills.
Mask of Many Faces: You can cast disguise self at will, without expending a spell slot.
Thirsting Blade: You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn (requires Pact of the Blade).

This subclass combines the rogue's dexterous combat style with warlock-like eldritch powers, offering a unique playstyle that balances melee combat with magical abilities.
Jun 28, 2024 4:13 am
That sounds cool. Honestly seems fairly on par with Arcane Trickster to some extent.

The Cantrips are pretty cool options for a primarily melee rogue and the invocation could be game changing. Heck you could potentially take even more with Feats.
Jun 28, 2024 6:00 am
I have give it some thoughts. It seems quite flexible and by using CHA, it is MAD and prevents eldritch blast with sneak attack. So balance wise it seems not too OP. Invocations are fun for variety in characters.

The Whispering Shadows are a bit vague still.
Level 9 seems very powerful, as there is no limit on uses (then again, what is level 17? While in this form, you can use your Shadow Step feature without limitation) range?

I shall put up a follow up prompt tonight, but I think I like this subclass.
Last edited June 28, 2024 6:04 am
Jun 28, 2024 2:50 pm
oh man I thought Shadow Step had some kind of use to it...I mean. It is pretty much a "Cunning Action - Misty Step" which is crazy. As for 17, maybe the limitation could be said that you just get Invisibility regardless of dim light/darkness?
Jun 28, 2024 4:13 pm
Seems like I did something wrong. Can't find the AI chat anymore... :(

Shadow Step is OP yeah. I think 1x / LR or SR sounds fair.
Jun 28, 2024 4:28 pm
I mean...we have actively said "don't worry about OP-ness" so if you want the restriction by all means...but you don't have to
Jun 28, 2024 7:08 pm
[ +- ] SubClass Prompt
[ +- ] Way of Chaotic Entropy
[ +- ] Subrace Prompt
[ +- ] Chaotic Halfling
Opinions?
Last edited June 28, 2024 7:09 pm
Jun 28, 2024 8:52 pm
I like it. Might have it create the random sorceror spell table as well?

I like how they reference the damage as "Chaotic Damage"
Jun 28, 2024 9:52 pm
valdattaMadun says:
I like it. Might have it create the random sorceror spell table as well?
"
Do you mean a Wild Magic Table or all of the Sorcerer spell Randomly on a list?

What is the starting Level?
Jun 28, 2024 10:15 pm
Fixing things.....
https://chatgpt.com/share/d7dc7d7e-2043-467a-a17e-80d7ad53a6a5
[ +- ] Prompt
[ +- ] Level 9 ability powered down

[ +- ] Prompt
[ +- ] Lore

[ +- ] A race
[ +- ] Crystalborne Humans

Last edited June 28, 2024 10:15 pm
Jun 28, 2024 10:34 pm
[ +- ] Character Prompt
[ +- ] Output
Last edited June 29, 2024 10:44 am
Jun 28, 2024 10:45 pm
@valdattaMadun I have my sheet pretty much done besides Stats and Level.
Could you add Custom Character sheets for ALLOWED CHARACTER SHEETS?
Jun 29, 2024 10:44 am
Change Reya's backstory to be a bit more Rogue and Eldritch Blade and a bit less Crystalborne. She is still Crystalborne, but more chaotic, freespirited and wild/fun.
[ +- ] Output
Jul 1, 2024 2:19 am
Smiley says:
@valdattaMadun I have my sheet pretty much done besides Stats and Level.
Could you add Custom Character sheets for ALLOWED CHARACTER SHEETS?
Did this. Should be good.

Once character is submitted i will make the irst intro post
Jul 1, 2024 3:05 am
I have a few things left to do.
What level are we starting?
Can I roll for Stats?
[ +- ] Chaos Halfling Subrace
[ +- ] Background Story of Quirk
Jul 1, 2024 4:04 am
I believe we decided point buy/standard array.

Starting level 5

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