Races

There are two sides of D&D: the narrative and the mechanics. The mechanics covers things like traits, stats, rules, etc. You don't need to know the mechanics, at least not yet. I know them, at the table during the game, that's all that is required. Eventually you'll pick them up by osmosis. For now though, don't stress about it. Now, the narrative side you can start thinking about right now. And the first part is considering what race your character will be.

The Player's Hanbook lists 9 races. However the Half-Elf and the Half-Orc are not playable in Fatemark. Instead I've added two extra non-official races to choose from: the Tabaxi and the Minotaur.

Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 7 feet in height and weighing 300 pounds or more. A typical dragonborn’s scales can be scarlet, gold, rust, ocher, bronze, or brown. Young dragonborn grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach adulthood by 15. They live about as long as humans do.

They mostly live in the City of Zir, rarely seen away from it. When Zir fell under the Dominion, the dragonborn, due to the dragon blood in their veins, were given a choice to pledge loyalty to the Dominion or die. Those that did escaped bondage, were elevated to the race-exclusive caste of Draconians and given control over the civil government of the Desert Citadel.

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Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Dwarf skin tones range from deep brown to pale earthly tones. Their hair is worn long and is usually black, gray, brown or red. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Most dwarves hail from Kas-Zat, the last dwarven stronghold. They are a dying race, with fewer and fewer dwarven children being born each century. The cause is unknown, but most consider it a curse put on them for the actions of their ancestors. They were the ones that betrayed the High King of Feyon, and their kind is not openly welcome in those lands. The few dwarves that do live out in the world of men, away from their mountain homeland, often never marry or continue their family lines at all.

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With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves have no facial and little body hair. Although elves reach physical maturity at about the same age as humans, an elf typically only claims adulthood around the age of 100 and can live to be 750 years old.

Elves originaly came from the otherworldly plane of existence called the Feywild. Since then they have become recluse and it is rare to see an elf in the world abroad. There are two kinds of elves. The High Elves who live in Aseris, in the north of Epora. Sometimes called the Silver Elves, they are fair skinned , tall, and beautiful to behold. While they still maintain diplomatic ties to the Dominion, they do not allow anyone to enter their homelands. The Wood Elves, sometimes called the Sea Elves, are much more common in the world of men. Darker, copperish skintones and shorter in stature - they are also more open and accepting of others. They do however guard the location of their homeland with secrecy.

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Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or bright faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Originally from the Feywild, they have spread all over the continent of Epora. There are two kinds of gnome: The Forest Gnome and the Rock Gnome. While lacking in real visual difference, their personalities and interest vary greatly. Forest gnomes prefer to live in small hamlets or woodland areas, focusing on nature. Rock gnomes love the busy cities of men, where they can employ their craftmanship and trade. The Dominion for the most part overlooks the small race, granting them quasi-citizenship of no particular caste. As long as a gnome follows Dominion law, they can come and go as they please.

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Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of kingdoms and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Halflings can be found all over the kingdom of Bemeron, though most congregate in the halfling village of Blackpool. While not overly numerous, they do mingle well with men and other races. Halflings come from two main family groups, the Stouts from the hills of the Baramada Mountains and the Lightfoots from the Free Marshes. Geneology and family trees are a pass-time that almost every halfling enjoys. Afterall, when two halflings meet in the world, there is a high likelyhood they are related or at the very least know someone in common.

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With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Humans reach adulthood in their late teens and rarely live even a single century.

By far the most populous of all the races, humans are the dominant species across all three major continents. In Aleron, humans are divided between the Damaran people south of the river Bemeron, and the Illuskan people north of it. In-breeding has dilluted much of the visual differences between them. In Anai, there are many kinds of people from the Calishite to the Turami, all culturally and visually distinct. And most of them at each other's throats. In the east, the Dominion has distributed different races of men all across Epora and forced integration and mixing.

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Minotaurs are hulking humanoids with the head and feet of wild bulls. They grow large horns on their heads and enjoy using them in fights. Despite their bovine features, minotaurs love to eat meat as much as any human. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.

Minotaurs embrace the notion that the weak should perish and that the strong must rule - and that they themselves are the strongest and most powerful race on Asera. Minotaurs rule a chain of islands called the Isles of Minos. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force.

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Tieflings are derived from humans bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle's, and some spiral upward like an antelopes' horns. They have thick tails, four to tive feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors-black, red, white, silver, or gold-with no visible selera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Tieflings are found across all the planes of existence, but particularly the Nine Hells and the Plane of Elemental Fire. Those that reside in Asera suffer from having no homeland. They are unwelcome in almost all societies, with some being downright hostile to the 'devil-people'. While the Dominion in Epora offers them some lawful protection, they still face prejudice and distrust. They are most likely to be found in Al-Basalem Grandier or the City of Zir, where Dominion law protects them and the mix of races can mask them slightly.

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Tabaxi are a mix of different sizes, colors and fur patterns. But most tabaxi will look like feline humanoids, with pointed ears, cat-like eyes, claws and tails. There are three subraces: the small cat-like Cajit, the man-sized fast and agile Panthis, and the large lion or tiger-like Leonin. They all mature faster than humans, becoming adult around the age of 13, but tend to live much shorter lifespans of 40 years or less.

All tabaxi originally came from the Mazit jungles and regions surrounding it, where the Dominion promptly started enslaving them. Now tabaxi can be found in every city of Epora, some still in bondage, others as full citizens but living in squalor and poverty. Because they tend to naturally disregard laws, they often end up victims of the Dominion's harsh rules and rarely can escape the oppression they face.

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The Goliath, the half-giants, have roamed the Frostfears and the region of Vasar since before the elves arrived. An assortment of hundreds of different tribes and clans, constantly fighting over territory, hunting grounds and feuds - they don't exactly claim the region. However, when the Dominion began to expand into it, they found the one enemy they could all unite against. But their lack of organization and unity against the Dominion means that despite constant fighting in Vasar, the Goliaths have never been able to expel the Dominion for long. Meanwhile, the Dominion's constant incursions have supplied it with thousands and thousands of Goliath slaves over the centuries..

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The snakemen living in the Yunica Rainforest have practically no relations to the wider world. Living in ruins and forgotten temples they have reclaimed as their own, they enslave and sacrifice travelers to their Serpent gods. Yuan-Ti Purebloods, the lowest caste of Yuan-Ti, and the ones who most resemble humans act as servants, and spies for their Yuan-Ti masters. But every cunning and intelligent servant has ambitions of their own.

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Classes

The barbarian is a primal warrior who prefers to charge in to engage foes in melee. They can follow either the Path of the Berserker, focusing on dealing as much damage as possible in melee combat, or the Path of the Totem Warrior, accepting an animal as a spiritual guide for a more shaman-like experience.

They don't usually wear much armor, but have a lot of hit points and can take quite the punishment. They can also dish out a lot of punishment. By going into a rage, they can reduce the damage enemies inflict on them as well as increase their own capabilities even further. Their biggest challenge is getting to enemies that use spells or fly to keep away from them. Depending on their race and background, Barbarians usually hail from the very corners of civilization, from small tribes living in Anai, Yunica, the Northlands or from the Vasari tribes in Epora.

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Herbalism Rules

The bard uses music and magic to support and inspire the rest of the party. Bards can specialize in the College of Lore, which allows for a more versatile character who can learn some spells and become proficient in the player's choice of skills, or the College of Valor, which makes the bard more martial and combat-oriented.

Very charismatic and natural at talking their way out or into trouble, the Bard in combat acts as a powerful support caster. They choose what spells they want to know, and then simply cast them through music. These range from healing magic, to lightning bolts, to charms or buffs. They can also give out Bardic Inspiration, which allow characters to combine their regular dice roll with an additional dice from the Bardic Inspiration.

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Clerics are warrior-healers who stride into combat wearing heavy armor and weapons but can also call on divine powers to heal and protect their allies or destroy their enemies. Clerics worship a specific deity, which will be discussed and decided on during that first session between the Dungeon Master and player.

They have full access to all their spell list from 1st-level onwards, but can only prepare a small selection of spells each day. This means it can take quite some time and effort to play a Cleric and learn your options of spells, but you might also single-handedly keep your party alive. It should be noted, that while the Cleric is the best healer in the game - a healer is not necessery to play D&D.

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Druids are spellcasters devoted to the world and powers of Nature. From scouting for potential dangers by shapeshifting into a giant eagle, or turning into an earth elemental and simply passing through cave walls, the Druid has amazing out of combat utility to the party.

They have full access to all their spell list from 1st-level onwards, but can only prepare a small selection of spells each day. This means it can take quite some time and effort to play a Druid and learn your options of spells, but the range of options available also means you are very versatile spellcaster capable of adopting the form of a beast for battle or utility, bolstering the party and healing their wounds, or laying low enemies with nature's wrath.

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The Fighter is made for combat. Using any assortment of weapons and armor they wish, they venture into the heat of the battle and bring the fight to the enemy. While the Barbarian can dish out and take large amounts of damage in a short amount of time, the Fighter does the same over a prolonged set of battles. They rely more on not getting hit, rather than simply eating enemy damage.

They have less out of combat utility or skills but do generally have higher stats than other classes. At later levels they can specialize into three options. The Champion simply makes them better at what they do, combat. The Battle Master allows the Fighter to control the battlefield with special maneuvers. The Eldritch Knight allows the Fighter to gain a touch of magic.

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Smithing Rules

The Monk is a master of martial arts, skilled with fighting hand-to-hand or with weapons. They are naturally fast and are extremely good at shrugging off effects and performing saving throws They can harness their own body's energy in the form of Ki. Ki is a resource the Monk can use to increase their survivability in battle or apply a good amount of damage when it is needed.

Their subclasses lets them specialize into a stealthy ninja character, or a mystic caster with a few spells at their disposal or enhance their natural martial art capabilities. In Fatemark, all Monks have some relationship to the Deduran Dominion in one form or another. Expect to work closely with the Dungeon Master to decide exactly what capacity this relationship takes.

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Cooking Rules

While the Cleric can be considered a heavy defensive support, the Paladin is a heavy frontline support. They are proficient with all weapons and armors and have a helpful amount of healing. They stride into combat under divine orders of their chosen deity, which will be discussed and decided on during that first session between the Dungeon Master and player.

They have full access to all their spell list from 1st-level onwards, but can only prepare a small selection of spells each day. However the amount and range of options is much less than either the Druid or Cleric. Their spells focus pretty heavily on controlling the playing field, either through making sure their side's healthy and doing well, or through making sure the enemy's not doing anything the Paladin doesn't want.

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The Ranger is a master of ranged combat, able to provide plenty of punishment from a distance. They are also capable of casting some select spells to either heal their party or harm their enemies. Outside of combat the Ranger is incredibly useful to the party when adventuring from being able to track other creatures, transverse difficult terrain or simply surviving in the wild.

Rangers do not have full access to all Ranger spells, but instead learn spells every so often as they level up. These spells are always available to be cast, so unlike the Cleric or Druid, they do not need to prepare spells each day. This makes their spellcasting a little simpler to grasp, at the cost of limiting their options. At later levels they can specialize into the Hunter subclass, which focuses on improving their ability in combat or the Beast Master subclass, which focuses on getting a beast companion of their choice which aids them in combat.

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Rogues are specialists in what they do. They are extremely effective in very specific areas of focus. Those areas tend to be checking for traps, deceiving a potential enemy, sneaking into an enemy camp, picking a prison lock or lethally removing a specific creature. In combat, they're very potent against distracted targets or targets they otherwise have an advantage over.

Rogues can further hone their skills into three archetypes at later levels: The Assassin becomes even more lethal, the Thief specializes in acrobatics and dodging threats and the Arcane Trickster gives the Rogue a whole new set of magic tools to deploy. Rogues tend towards unlawful behavior, but your specific Rogue can easily be the exception if you wish.

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Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, anymore than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. They wield magic innately, and can use Sorcery Points to modify and change the properties of each spell according to their needs, such as increasing the damage a spell can do, or the range at which the spell can be cast.

Sorcerers do not have full access to all Sorcerer spells, but instead learn spells every so often as they level up. These spells are always available to be cast, so unlike the Cleric or Druid, they do not need to prepare spells each day. But this does not make their spellcasting easier to grasp, for the range of spells available to choose from are as vast as the Cleric or the Druid. The key to the Sorcerer is flexibility in wielding magic. The source of their powers comes from either ancient Draconic Bloodline running in their veins or from exposure to Wild Magic of the Elemental Planes.

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Warlocks have made a pact with a powerful otherworldly Patron to become spellcasters. Their Patron can be of three kinds: a powerful Archfey creature from the Feywild, a Fiend or Demon from the Abyss or a Great Old One, from beyond the Far Realm. The exact identidy of these Patrons will be provided by the Dungeon Master during character creation. The boon from these Patrons comes in the form of Eldritch Invocations, special powers that alter or augment their spellcasting.

Warlocks do not have full access to all Warlock spells, but instead learn spells every so often as they level up. These spells are always available to be cast, so unlike the Cleric or Druid, they do not need to prepare spells each day. And the spells they do cast can be recovered during a short rest, unlike most other casters that require a full night's sleep. This makes the Warlock a very consistent spellcaster which compliments their other non-spell related features of their class.

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Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. And all this power is learned, from books and schools of magic. There are two sources of Wizards in Asera, the Damaska School of the Arcane Arts in Dedura or the Grand College in the City of Zir. The exact origin of the Wizard will be discussed with the Dungeon Master at character creation.

Wizards have a Spellbook, and from this Spellbook can only prepare a small selection of spells each day. However, as they level up, they can add spells to their Spellbook and the range of options to choose from is much larger than any of the other spellcasters. They can even copy down spells from Scrolls or other Wizard's Spellbooks and learn new spells that way. While a very versatile spellcaster, they have almost no other skills to offer in combat outside magic.

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Alchemy Rules

Asera

You can click the image above to see a full detail copy of the map. Feel free to peruse at your leisure. Your character does not need to know anything from the map, however, anything you do remember at the table will fit perfectly as what your character remembers. Think of it like the map of the US, how much detail can you recollect of the US map without looking at one? If you don't remember anything - that works out great, and is what the campaign is built for. There is nothing on that map that your character shouldn't know, and nothing they should either.

As we play the game, and your party ventures across this map seeking adventures and following the story, I will be updating this map with the path your party has taken.

Rules

So how is it played? I'll go over the basics here, and provide links to more in-depth rules and systems. You will NEVER need to know the rules to play, because to play you'll always be around others, which includes me, the Dungeon Master, and I'll know the rules.

Quick Reference Links

  • Fatemark Houserules: PDF file
  • Fatemark Feats: For reference only, we use official 5e Feats only now, please.
  • Google Drive Lore Folder: This should be an empty Google Drive folder, unless you sign-in. If you sign-in, the only folder available to you should be your character's folder and party-wide folders.
  • Amazon D&D Wishlist: Buy some fancy dice, or spare cheap ones, or get a copy of the PHB, or buy your DM Xanathar or Volo's guides, just a collection of D&D related items.
  • DND-Spells Website: All three sources (Player's Handbook, Elemental Evil and Sword Coast) are valid for my Fatemark campaign.
  • HeroForge 3D Print: Should you grow tired of having a paper mini, you can customize a 3D printed one here. Do keep in mind, if your character dies it's easier to replace a paper mini.
  • Reaper Miniatures: You can also try to find a mini that fits your character here. It might have cheaper options.

At it's most basic, D&D is sitting at a table with friends making things up and rolling dice to see what happens in this imaginary world. I will explain where your characters are, and what is happening around them. Then I'll ask "What do you want to do?" And you, as a party, can discuss and decide. It can be anything. If I say goblins surround you, you can decide to fight them, or to run away, or to talk to them, or to play dead, or to do whatever you can think of. If try to do something impossible, like jump to the moon, I'll simply say you can't. If what you want to do is plausible though, then I'll ask you to roll a check to see if it happens or not. Based on that dice roll, I'll explain what happens due to that action. As you progress through my story and explore my world, you'll find gold and magical items that will give you boosts to your stats. Those stats are what determines the success or failure of the dice roll.

There are several sided dice in D&D, but the one used most often is the d20 (twenty-sided die). There are three basic checks that use the d20: Ability Checks, Saving Throws and Attack Rolls.

If you want to break open a door, or lift a heavy rock, I'll ask you to roll a Strength ability check (one of your six abilities). You'll roll the d20, then add modifiers to that number based on your stats, equipment and profiencies. So a buff Barbarian with a high Strength score is more likely to get a higher Strength ability check than a weak Wizard. If the final number you get is higher than the DC (Difficulty Class) of the thing you wanted to do, you succeed! Wait - where did that DC thing come from? Well, depending on how easy or hard I judge the thing you want to do is, I give it a secret DC score. So if it's an old wooden door I might give it a DC of 10, which is fairly easy to break open. If it's a bolted iron solid door, I'll give it a DC of say 18, much harder to break open.

A saving throw is also based on your ability scores, but is a reaction you can do in response to something happening to you. So if a tree is falling down on you, or a trap is sprung under your feet, I'll ask you to roll a Dexterity saving throw. You'll roll the d20, add the appropriate modifiers, and give me the result. I'll compare that result to the DC of the thing happening to you and you'll either manage to dart out of the way, or I'll tell you how much damage you take. I should note that a lot of DCs are actually provided by spells and effects, I only make up DCs for things that don't already have DCs.

An attack roll is when you decide you want to attack a creature with your sword, or a spell, or your actual fist. You'll roll the d20, add your Attack Bonus (which is just a modifier based on your class, stats and equipment) and give me the result. I'll compare it to the creature's AC (Armor Class) and tell you if you hit or miss. What's the AC? The AC is a combination of a creature's armor, ability to dodge attacks or deflect them. Basically it represents everything the creature can do to avoid being hit by you. Your character will have an AC yourself, and when creatures try to attack you I'll roll a d20 and try to beat your AC.

Another very important concept to 5th Edition D&D is Advantage and Disadvantage. Different spells, conditions or circumstances might give your character either Advantage or Disadvantage on certain rolls. What this means is that you roll two d20s and choose either the lowest value (Disadvantage) or the highest value (Advantage). So if you throw dirt into your enemy's eyes, he will not be able to avoid your attacks as well. But instead of adjusting his AC, it's simpler to give you Advantage on your attacks. So you'll get to roll two d20s and choose the highest value. A note must be made that you can never have more than Advantage or less than Disadvantage. So if you already have Advantage, and something happens that would also give you Advantage, you don't get double Advantage (and roll more than two d20s). You can only have Advantage, Disadvantage or neither.

Is that it? No, there are a LOT more rules. But most of those rules only apply to specific cases so it's kind of pointless to explain them here. For example, there are a lot of rules about spell casting, but they only apply to classes that cast spells. And they apply to each of those classes very differently. So instead of trying to explain it all here, it's easier to explain it around the table, once we know what class and race you want to play.

If you absolutely want to know more about D&D rules, here is a YouTube playlist explaining more.

If you want even more details, you could download the free Basic Rules PDF here. It is useful to have, and free so no harm in going for it. If it's too complex, too long or scares you, don't worry about it. You don't need it to play D&D as long as your Dungeon Master or others at the table knows the rules.

If you want to read about all possible rules, you could get yourself The Player's Hanbook. However, I recommend waiting until after our first session before deciding to buy one.

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