** D&D 5th Edition Sub-Campaign **

++This page is for the D&D Next game that we're trying out starting Saturday 8/13.

Kevin is DM'ing his own original adventure, and we're all making characters with the following guidelines:

All official races from the PHB, EEPC, and SCAG are available to be played.

How we are generating ability scores:

Here's a handy calculator —> [http://1-dot-encounter-planner.appspot.com/point-buy-calculator.html]

Everyone gets 27 points, but all ability scores start at 8. You can not purchase above a 15, and no ability score can be above a 20, ever. The 15 is before racial modifiers.

Alignment restrictions:
Classes in 5e do not have any alignment restrictions, or deity restrictions. Paladins, Clerics, and Barbarians can choose to be how they are, and powers are based off of belief in something that she serves that is greater than herself. There are atheist paladins as Paladin Oath's (chosen at level 3) are not deity specific.

What can we spend our money on:
You will get your class/background max starting cash. You can spend money on anything in the PHB. There is no magic item economy, and while potions/scrolls aren't too hard to find or make, +1 flaming longswords are very difficult to locate/create.


Background info re: changes to spellcasters in this edition:
There is no Cure Light Wounds, Cure Moderate Wounds, etc. There is just Cure Wounds (the 1st-level spell), and you choose to cast at whatever spell level you have a slot open for.

For example, with the Druid and Cleric: The Druid table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these druid Spells, you must expend a slot of the spell's level or higher.

So, you can cast a spell at whatever level you want (any spellcasting class can do this), as long as you have a spell slot of that level open to cast. You can go up in spell level (can cast first at a second, third, etc), but not down (can't cast second as a first).

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid Spells equal to your Wisdom modifier + your druid level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

This underlined portion is key, in that you may be able to prepare more/less spells than you have slots for.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

This last underlined portion is also key in that you can have one 1st-level spell prepared, and five 2nd-level spells prepared from the entire list of all spells, as a divine caster.

Each class details how it's own spellcasting works, but this is the design philosophy that can guide your thought process.

- ETC:

You will start as a recently hired town guard, and the party knows each other and has been adventuring for a bit.


Adventure Hook

"You are in the hamlet known as Ashinana's Oasis. It is situated in a vast desert region, at least 30 miles from the nearest town. You all have been adventuring together for awhile, and know each other. Decide how you would like to know each other, and how you came to this hamlet."

Ashinana's Oasis
LN Hamlet
Autocracy - Lady Ashinana Vestang
Population 176 (mixed races, majority Human)

"The town is abound with rumors of an imminent masquerade ball, The Masque of Dreams, to unveil Lady Ashinana's recent archaeological discovery at the nearby Valley of Death. Some say that it is a dangerous discovery. All say that it is priceless."

"You have arrived three days before the ball is set to commence"


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