Current Campaigns

sharpspire
The Capital City of Sharpspire.

Planet Grage consists of two "super continents" that support the majority of organized intelligent life, and four smaller continents located in the "cradle" in between the two super land masses. This will be helpful for us. We hope you like this Catalog-Z photo / video template for your website. We are making new templates regularly for you. Please come back and visit our TemplateMo website again.

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Sunday Campaign Rules:

Grage campaign setting with adventures/modules ranging from Advanced Dungeons and Dragons to 5th Edition. These playthroughs are not always to the "word" as stated in the module, but the core of the stories used along with the encounters stick to what is written. 3rd party content is occasionally used.

  • Backgrounds that include feats - I will allow any official/quasi-official background under one condition: You have to have a backstory of such quailty, that you can be assured I will be using at least a portion of it in the campaign.

  • Additional Classes - The Artificer, Blood Hunter and the Illrigger are available to play in this campaign as well as all offical sub-classes.
  • Barbarian - Campaign setting will be using the 2014 version of this class with the following exceptions:
    • Attacks made using strength, whether with a melee weapon, an unarmed strike, or a thrown weapon while raging cause Rage bonus damage.
    • You regain one expended use of Rage after a short rest.
  • Cleric - Campaign setting will be using the 2014 version of this class with the following exceptions:
    • Clerics can use the 2024 version of Cleric healing spells.
    • Clerics turn/destroy undead at double the posted strength.
    • A cleric casting a revivify or raise dead spell can forego the material component(s) and attempt to petition for divine assistance. The cleric must make a successful wisdom check equal his own spell DC. If successful it works, but if it fails the cleric expends life force equal to a vile touch, and the spell fails.
    • The 2025 cleric is being recast as the Shaman class.
  • Fighter - Campaign setting will be using the 2014 version of this class.
    • Clarification - An Eldritch Knight or a multi-class fighter/spellcaster can use action surge to cast two spells in the same round.
  • Paladin - Campaign setting will be using the 2014 version of this class with the following exceptions:
    • Faithful Mount: You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
    • Clarification - Divine Smite: We are sticking to 2014 rules - When you hit an opponent, you can smite after the hit lands without using a bonus action.
  • Ranger - Since my players love those two free hunters marks, in this campaign setting you have the choice between the 2014 (with Tasha options) or the 2024 version of this class. Once you pick a version, you cannot switch.
    • On Grage, the magical bond between the natural and the arcane is slightly stronger. The Ranger gains the ability through spellcasting to cast Woodland Mount via the spell, but can only have this mount available when another creature/spirit is not currently summoned by the Ranger.
  • Shaman - I am recasting the 2024 cleric as the Shaman. It will use the all the 2024 class features of the cleric with the following exceptions:
    • The shaman can only cast the 2014 version of healing spells (1D8+wis mod).
    • Shamans have access to only a limited selection of domains.
    • In addition to class spellcasting, the Shaman will have access to some Wu Jen spells.
  • Warlock - In this campaign setting you have the choice between the 2014 or the 2024 version of this class. Once you pick a version, you cannot switch.
    • Pact of the Blade will be using the 2024 regardless of the version the player chooses.
    • Clarification - Eldritch Blast will be using the 2014 rules and is not exclusive to a Warlock versus feats such as Spell Sniper and Magic Initiate (2014 versions).
    • Clarification - Chain Pact is a spirit of fey, fiend or celestial origin as in the pact description, but this familiar provides full variant benefits as per the monster manual. Seriously, what is the use of this pact pre Tashas with out the familiar variant benefits?

  • Feat - Aberrant Dragonmark: Only High/Wood Elves and Dwarves (and their repsective houses) have Dragonmarks on Grage, but shortly after the Spellplague the appearance of Aberrant Dragonmarks began branding the population, especially on those near Wild Magic Storms. These Aberrant Dragonmarks can appear on any member of the population.
  • Feat - Divinely Favored: This feat is not limited to the Dragonlance Setting and can be taken by any player/NPC.
  • Feat - Squire (Squire of Solamnia): This feat is being recast as Squire. Any player/NPC could have been in service as a squire with no allegiance to any order of kingdom.
  • Feat - Weapon Master (2014): Any class that does not have two or more martial weapon proficiencies via class (not racial) will have to take this feat before to open taking Weapon Mastery (Weapon Master 2024).
  • Feat - Weapon Mastery (Weapon Master 2024): All warrior classes along with classes that offer 2 or more martial weapon proficiencies can go directly to this feat. You gain all mastery properties at once, with no long rest to switch any required.   

  • Combat - Belch Cantrip: The Belch cantrip can interrupt spell concentration - But the caster receives advantage on the concentration save and Belch is subject to Counterspell.
  • Combat - Criticals: All critical hits by players are subject to exploding dice. NPC's do not gain exploding dice, but can inflict massive damage penalties.
  • Combat - Flanking: When a player is flanking and enemy with an ally, they each get a +2 to hit the flanked target.
  • Combat - Potions: We are adopting the 2024 rule that permits a character/NPC to drink a potion as a bonus action.
  • Combat - Point Blank Spellcasting: The five foot disadvantage rule is suspended because I love point blank Ice Knives.
  • Combat - Rule of 1 and 20: A 20 is always a hit and a 1 is always a miss. A 1 will incur a penalty to the player.
  • Combat - Spells from Earlier Editions: Spells from earlier editions, as well as some magic from 3rd party books are subject to the effects of Mordant Arcana or "Burning Grey".

  • Death - Decrepitude: Those brought back from the dead must roll on the Resurrection Mishaps table found in the Heroes of Horror Book on page 80 (table is added to Foundry VTT). Most of these penalties will vanish in 1d4 weeks, but a few will require magical curing.
  • Death - Silver Lining: If you are dead long enough for a funeral (so a raise dead spell or better), you can choose to either change your subclass or one feat if you are brought back.

  • Magic Item - Rod of Resurrection: The Rod of Resurrection in game is the 2014 version and can only cast Heal once per short rest.
  • Magic Items - Critical Role: The artifacts in both 5e books inspired by Critical Role are considered one-of-a-kind legendary magic items. Everything else is valid save the beneficial/detrimental properties.

  • All humanoids came from the same deific gene seed. Gnolls are not fiends and goblins are not fey! We will be using 2014 rules.
  • Most undead are immune to necrotic damage - All forms of your standard animated and evil/vile undead are immune to necrotic damage. Furthermore, what has been referred to as "positive" magic in earlier editions and is now just healing and curing magic will not damage nor heal undead.
  • Dragons - Though the majority of true dragons have limited spellcasting capability (as described in Fizban's Treasury of Dragons), a sizable minority of dragonkind have the ability to become full arcane casters with the same potency as humanoids.
  • Dragons - True dragons of adult age or older have the ability to Shapechange as per the arcane spell. This Shapechang eability, once used, can be refreshed after a short rest without a spell slot.

Weekly Campaign Rules:

This campaign is a stand in until another permanent campaign is ready to step in. 3rd party content/adventures and homebrew rules are common during sessions, and players can use classes and sub-classes from both 2014 or 2014 unless specified otherwise..

  • Backgrounds that include feats - I will allow any official/quasi-official background under one condition: You have to have a backstory of such quailty, that you can be assured I will be using at least a portion of it in the campaign.

  • Additional Classes - The Artificer, Blood Hunter and the Illrigger are available to play in this campaign as well as all offical sub-classes.
  • Barbarian - Campaign setting will be using the 2014 version of this class with the following exceptions:
    • Attacks made using strength, whether with a melee weapon, an unarmed strike, or a thrown weapon while raging cause Rage bonus damage.
    • You regain one expended use of Rage after a short rest.
  • Bard - I cannot stand the 2024 Bard. I think it is over-powered and nerfed at the same time, but if you want to play a 2024 bard, you can. Just remember the version you take is the version you are stuck with.
  • Cleric - Campaign setting will be using the 2014 version of this class with the following exceptions:
    • Clerics turn/destroy undead at double the posted strength.
  • Fighter - Campaign setting will be using the 2014 version of this class.
    • Clarification - An Eldritch Knight or a multi-class fighter/spellcaster can use action surge to cast two spells in the same round.
  • Paladin - Campaign setting will be using the 2014 version of this class with the following exceptions:
    • Faithful Mount: You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
    • Clarification - Divine Smite: We are sticking to 2014 rules - When you hit an opponent, you can smite after the hit lands without using a bonus action.
  • Ranger - Since my players love those two free hunters marks, in this campaign setting you have the choice between the 2014 (with Tasha options) or the 2024 version of this class. Once you pick a version, you cannot switch.
  • Warlock - In this campaign setting you have the choice between the 2014 or the 2024 version of this class. Once you pick a version, you cannot switch.
    • Pact of the Blade will be using the 2024 regardless of the version the player chooses.
    • Clarification - Eldritch Blast will be using the 2014 rules and is not exclusive to a Warlock versus feats such as Spell Sniper and Magic Initiate (2014 versions).
    • Clarification - Chain Pact is a spirit of fey, fiend or celestial origin as in the pact description, but this familiar provides full variant benefits as per the monster manual. Seriously, what is the use of this pact pre Tashas with out the familiar variant benefits?

  • Subclass - Druid. Circle of the Moon: We will be using the 2024 version of this subclass because this is the first nerf I approve of, and Moon Druids are dicks!
  • Subclass - Druid. Circle of Stars: We will be using the 2014 version of this subclass because of the Guiding Bolt nerf.
  • Subclass - Warlock. The Great Old One: Hands down the 2024 is better regardless of the campaign using the 2014 or 2024 class.

  • Feat - Divinely Favored: This feat is not limited to the Dragonlance Setting and can be taken by any player/NPC.
  • Feat - Squire (Squire of Solamnia): This feat is being recast as Squire. Any player/NPC could have been in service as a squire with no allegiance to any order of kingdom.
  • Feat - Weapon Master (2014): Any class that does not have two or more martial weapon proficiencies via class (not racial) will have to take this feat before to open taking Weapon Mastery (Weapon Master 2024).
  • Feat - Weapon Mastery (Weapon Master 2024): All warrior classes along with classes that offer 2 or more martial weapon proficiencies can go directly to this feat. You gain all mastery properties at once, with no long rest to switch any required.

  • Combat - Rule of 1 and 20: A 20 is always a hit and a 1 is always a miss. A 1 will incur a penalty to the player.
  • Combat - Flanking: When a player is flanking and enemy with an ally, they each get a +2 to hit the flanked target.
  • Combat - Potions: We are adopting the 2024 rule that permits a character/NPC to drink a potion as a bonus action.
  • Combat - Point Blank Spellcasting: The five foot disadvantage rule is suspended because I love point blank Ice Knives.
  • Combat - Criticals: All critical hits by players are subject to exploding dice. NPC's do not gain exploding dice, but can inflict massive damage penalties.
  • Combat - Belch Cantrip: The Belch cantrip can interrupt spell concentration - But the caster receives advantage on the concentration save and Belch is subject to Counterspell.

  • Death - Using standard revivify/raise/resurrection rules.

  • All humanoids came from the same deific gene seed. Gnolls are not fiends and goblins are not fey! We will be using 2014 rules.
  • Undead are resistant to necrotic damage, unless otherwise noted.
  • Undead - Vile Touch damage will be applied to targets after being hit from certain undead.
  • Undead - Retro Retcons: The Morgh and the Wheep have returned for 5e play.
  • Dragons - Though the majority of true dragons have limited spellcasting capability (as described in Fizban's Treasury of Dragons), a sizable minority of dragonkind have the ability to become full arcane casters with the same potency as humanoids.
  • Dragons - True dragons of adult age or older have the ability to Shapechange as per the arcane spell. This Shapechang eability, once used, can be refreshed after a short rest without a spell slot.

Conditions:

Vile Damage

Vile Damage is a combat condition alternative to level drain that is applied after failing your save against the touch of certain undead and fiends.

Vile damage works in the same way as 5e necrotic damage along with hit point reduction, but if you fail a constitution save you are -1 on your proficiency bonus. If you are drained to 0 you flat out die, and in some cases could become an undead. In addition, this proficiency drain can only be restored via a Greater Restoration spell cast on consecrated ground or ground affected by a Hallow spell. Vile damage causes such a violation to the body to the soul that these extreme measures are needed. Failed save effect: -1 to proficiency bonus that affects ability checks, saving throws, and attack rolls.

Sickened Condition

An individual who becomes sickened will have disadvantage on all constitution checks and saving throws. In addition, food and drink cannot be held down, and will immediately use their next bonus action when available to spit up what was last consumed. Any potion taken while sickened will not take affect and will have to be bonus action expelled as above. Finally, any healing potion drank or fed to a sickened person will heal one hit point with the rest being wasted.

The way to end the sickened condition is to retch (vomit) which takes a full action. IF A PLAYER VOMS on an opponent and rolls a natural 19 or 20 - the opponent is blinded until the end of the next round if large or smaller.

PvP

Rules: This is not to the death. The duel is over if one duelist gets reduced to zero or the duelist can also yield. In addition, any verbal grievances between the duelers must be within the current game only, and gear/money cannot be taken from the loser.

When the duel is over, so is the point of fighting. You wan't revenge? Talk to the DM in private.