Dungeons and Dragons

Mainly I'm going to discuss about Dungeons and Dragons, how it works, tutorials on making character sheets for your OCs and so many more. I'll even give you my personal opinion on some things that I prefer in playing DnD in a campaign.

New Order Campaign

My own campaign that I do with my WA group. I will tell you all about the progress of my campaign, how I try to innovate my campaign, and how I will also try to share my campaign as a story to the world (well, maybe not to THE WORLD-)

Saint Mary 2 High School Contents

Posts about my school's activities and advertising our school to 6th graders that want to join our school, and a lot of things that has anything to do with my school.

Monthly Song Charts

Information about the Top 10 Leaderboard of the most listened songs, new songs from your favorite artists that you probably haven't heard of, and all based on datas from Spotify! (Not sponsored-)

Monday, November 6, 2023

D&D Classes - Fighter

 


  Fighters... unique people who are just acquainted with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death itself. Either trying to avoid any physical contact with it, or just staring right to its face. In this blog, I will explain you how to make, or build a fighter-classed player.

Class Features

    As a fighter, you gain a few of these class features. Starting with determining your character's hit points. A fighter's hit dicer is 1d10 per fighter level. And so, at 1st level, your HP is 10 + your Constitution modifier, and at higher levels, you have to add your HP by d10s per level. If you insist of rolling, you can make all of your rolls as 6, the average number of 1-10.


    The proficiencies that you will obtain are all armor and shields, simple and martial weapons, Strength and Constitution saving throws, and 2 of these skills, which are Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival skills. You can also choose the equipment that you'll obtain as a fighter. 


Option 1 : Chain Mail Armor or Leather Armor, a longbow, and 20 arrows.

Option 2 : A martial weapon and a shield or 2 martial weapons

Option 3 : A light crossbow and 20 bolts or two handaxes

Option 4 : A dungeoneer's pack or an explorer's pack


Special Features

Fighting Style

At 1st level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


  • Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second Wind

At 1st level, You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again, limits the overpowerness of this power.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. This is very useful when your enemy's close to death, but you just need one more action to finish him.

Once you use this feature, you must finish a short or long rest before you can use it again. And the next best thing, starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.


For more information about the various martial archetypes, check here.


Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. The ability scores are such as Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. As normal, you can't increase an ability score above 20 using this feature.


But, if you do not want to improve your ability score, here's what you can do.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to fighters.

  • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

This is very good combined with the Action Surge feature from above, making your Fighter attacking multiple more times.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

The more moves you have later on will make your throws slightly at highs and downs. At downs, you can use this feature as your miracle save. Crucial times calls for crucial resolution

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

That's all about the Fighter class in D&D. For more information about the characters I have with this class, check out Noctis Angevile. Peace


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Monday, October 2, 2023

Noctis Angevile Character Sheet Breakdown

     Hi. And today, I'm going to breakdown one of my OCs that I use the most in my DnD DMs. Introducing Noctis Angevile


    Don't ask why the picture of him is a Gacha, I'm working with his actual humanly design. No I don't play gacha oftenly, I only use Gacha when I want to make a character, so shut up.

Common Features


    Noctis Angevile is a Human Fighter, just the classic. He wields one of the Ancient Weapon (a very powerful weapon in the New Order Series) named the Sword Edge and also tucks a dagger called The Shattering Dagger on his belt. He also has a chainmail bangle on his right shoulder. He also has The Eye of the Lapis, which I'll explain later in the blog. 

    His Sword Edge deals 1d12 slashing damage + 6 force damage, and he could choose 5 turns to boost his damage to +12 force damage for 1 turn. Only 5 times, though. The Shattering Dagger is quite unique, rather. This weapon deals 1d6 piercing damage + 1d4 slashing damage, but it has the ability "Shatter", which allows it to shatter into pieces and stab the opponent to stay there. Its first contact to the enemy deals 3d4 + 2 piercing damage, but each turn the enemy does, it deals 1d4 piercing damage. The user can choose when to draw it back, and he can't use the dagger when it's still shattered. After drawn back, the user must wait for 2 turns to use the ability again.

    Noctis also carries a few more things on his back, which consist of Explorer's Pack, a map, a walking stick (just in case), a set of traveler's clothes, a stub of charcoal, a small diary, and a pair of belt pouch with one containing 5 GP and the other, 100 GP. It was obtained from his last salary for going to Mislandlom (New Order spoilers)

Stats, Checks, Combat and Proficiencies

    There are 2 main stats that I put for Noctis. Strength and Dexterity, with a good +5. But the others are... let's just say just dead. His Constitution hits +1, but he's so dumb, Intelligence -4, and Wisdom -1, which makes his decisions rather... blunt in the party. His Charisma, although, has a good +3. He's also proficient in Strength and Constitution saves, so his Strength save is +8 and his Constitution is +4. Not the best, but my RNG are to be questioned.

    His checks are also quite decent, but with his stats not being spread well, a few of his checks are just, meh, really. He's proficient to Athletics and Intimidation, which makes his Athletics +8 and his Intimidation, +6. But a few things that should be prominent for Humans, which are Nature and Religion, is just bad, -4.

    His Combat stats are also quite bulky, with a total HP of 56, AC of 16, and Initiative +5, making him very swift and bulky in battle. He has 30ft walking speed, though, so his swiftness really depends on the terrain he is in. In a very bad terrain, example water or high cliffs, he would be inefficient in combat.

Attacks, Equipment, Features, and Traits

    Let's talk about his uniqueness in combat, compared to any other OC in the world of D&D, First of all, he mainly uses his Sword Edge, an Ancient Weapon that could deal 2d10 slashing damage + 4 force damage per hit. He also uses a Shattering Dagger, which deals 1d8 slashing + 3d4 piercing + 2 force damage per hit, and its skill, "Shatter", makes it able to shatter into small sharp pieces and sticks into the enemies body, dealing 1d4 piercing per turn for 2 turns.

    But one part of him that is unique is his Eye of The Lapis. This is an eye that allows Noctis to summon the Teal Aeon, Odin himself. Odin often rides his horse, Sleipnir. When summoned, Odin could last 5 turns in the battlefield, and being a Legendary creature, he can do 4 devastating attacks, Provoke, and Protect with Ullr's Shield each turn, meaning that players couldn't kill him, and can only defend against him. A few of his attacks are Gungnir, which deals 2d8 + 10 piercing damage, Thundaga, which is a magic spell that deals 5d12 lightning damage for the cost of not doing anything the next turn, and Zantetsuken, a devastating attack when he takes his leave from the battlefield, which deals 12d12 slashing damage to all enemies.

    He also has a few features as a Warrior and a Human. Mostly Warrior, Human does nothing, really. He gets Dueling, which allows him to add +2 damage every time he wields only one weapon on his hand. He also knows Second Wind, which allows him to heal for 1d10 + fighting level once. Action Surge is a Warrior's Trait that allows him to take an extra turn whenever he wants once only. 

    He also takes the Battle Master role as a Warrior, which unlocks the Maneuver Mechanics. He knows 5 maneuvers and has 5 superiority dices, that is a d8, currently. Every time he's in a pinch of a situation, he can use one of his maneuvers to help him. He knows 5, and here they are.

1. Ambush : Allows him to add his superiority dice to his Initiative or Stealth Check
2. Parry : Allows him to use his reaction and decrease incoming damage from enemies as much as how much he rolls in his superiority dices
3. Riposte : Allows him to do additional turn whenever his enemy misses him. This attack is added by his superiority dice.
4. Sweeping Attack : When he attack a target, he can attack another target with his original attack roll, but he doesn't use his damage roll. Instead, he uses Superiority Roll
5. Set-Up The Kill : You can invite another friend to attack again. When this friend accepts the offer and attacks again, its damage roll is added with your superiority dice.

    And that is all there is about New Order's main character, Noctis. I hope you enjoy and when New Order finally releases, you all could enjoy my novel (I hope, really-) Peace.

    

    


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Monday, September 11, 2023

Acceptance of New Students Junior High School Saint Mary II Malang

 


The Acceptance of New Students will be open at 1st September 2023, so what are you waiting for? Go now and join us in Junior High School Saint Mary II Malang.

Here are the necessary links that will help you to register.


i'll be seeing you.

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Monday, September 4, 2023

Spotify Statistics August 2023

     Hey, and welcome to the first ever Spotify's Song Statistics, or as we like to call it SSS of August 2023. In this blog, we'll discuss the Top 10 songs listened globally and a few new songs from your favorite artists that you might have missed in last August. (Please don't copyright me, Spotify-)


Top 10 Songs Listened - Global

1. Seven (Explicit Ver.) by Jung Kook and Latto

2. Paint The Town Red by Doja Cat

3. Cruel Summer by Taylor Swift

4. LALA by Myke Towers

5. QLONA by KAROL G and Peso Pluma

6. What Was I Made For? by Billie Eilish

7. Dance The Night by Dua Lipa

8. Columbia by Quevado

9. vampire by Olivia Rodrigo

10. fukumean by Gunna


New Songs

1. Children of the Sky (a Starfield song) by Imagine Dragons

2. Land Of The Heroes (Arabic Version) by Alan Walker, Sophie Stray, and Zena Emad

3. Kids by Steve Aoki and Tony Junior

4. Demons by Doja Cat

5. Spinnin by Madison Beer


And that's it for SSS August 2023. I hope this content may expand your knowledge in new songs and increase the sum of your own album in any of your music listening platform. I hope y'all enjoy. Bye.

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Monday, August 28, 2023

Panderman Cup

 


    Hi there, amazing basketballers all around Malang! 

    So, our school is going to host a new competition called 'Panderman Cup VIII', so we're hoping that you, basketballers all around Malang, and you ALSO have to be in elementary school, can join this competition that will be hosted at 9-14 October 2023. So, if you're interested, you may register your school's basketball team.

    This is the registration link, so you could register. We'll see you in approximately a month, I guess. Bye!




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Thursday, August 10, 2023

D&D Common Races : Human

Races... In this world, in real life, the races we know is that humans are differentiated by their physical looks. There are mongoloids, Caucasoid, Asian, and so much more. Well, how will you react if I tell you that races in D&D are far, FAR more unique than the races we have in real life? Well, embrace yourself, cause we're gonna dive in to some of the most popular races that we might commonly know as mystical creatures in real life. And this time, we're gonna dive in to the race of Human. Yes, us.


This is a picture of a human. Not a real one. And no, there aren't any races that I mentioned in the top, like mongoloid etc. No. This is just... humans. Plain ol' humans.

Humans have a few features, such as their age being less than a century, which is a shame, a Medium size, a base walking speed of 30 ft., and Humans can also speak, read, and understand Common and one extra language of your choice. But Humans can also learn languages from other people in their journey as they go on. So if they're friends with people from another race, they can understand their own languages as well, but of course, it takes time.

Humans also has sub races. Still not the one I mentioned earlier, but there are many various kinds of Human sub races. Here is literally... all of the existing (and official) ones. I'm also going to rate them on how I think they are worth of personally. Just to make your character making a little simpler than it has to be. 

Standard Human (4/10) 

Source : Player's Handbook

This is your standard human. It's what the name suggested as well. And the effects of a Standard Human are also VERY, VERY standard. Player's Handbook has really made them plain. Like us, I guess.

The features that you get as a Standard Human is an ability score increase. And all of them are increased by 1. Literally all of them. Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. All increased by 1 score. Again, this is QUITE the boost that it got, but that's it. An ability score increase on all of the stats, and done. I don't use this that much, really. 

Variant Human (9/10)

Source : Player's Handbook

If you REALLY, REALLY want your character to be a human, but don't want them to be, meh, well, here's an option for you. Variant Humans. This has so much options and more division to this sub race. We'll discuss the normal feature first.

A normal Variant Human can get an ability score increase, but not as OP as the Standard one. You get to choose 2 of those stats to be increased by 1 score. And that's not it. You can also gain proficiency in one of your skills, which are quite neccessary for roleplaying stuff. And the best part is obtaining a Feat of our choice. Gaining a Feat in early-game, and you can choose them, is quite a HUGE thing. So I would REALLY recommend you picking this one. 

But there are more subs in this sub races. All of them are Variant Humans that were given Marks. There are 5 kinds of Marks in Variant Humans, which sadly eliminates all of the features you get from a normal Variant Human, but it expands their mastery in one specific thing. These 5 marks are Finding, Handling, Making, Passage, and Sentinel. The sources for all of these marks are from Eberron - Rising from the Last War. 

Variant Human : Mark of Finding (9/10)

If you want your character to be able to hunt people, investigate a location, or even finding an item that they accidentally lost (which is a canon event), this is your choice. This also comes with a LOT of features as well.

First of, you gain ability score increase, especially on Wisdom by 2 and Constitution by 1. You also get Darkvision, which is very good, and rare, which makes you able to see in dim light as if it were bright light and darkness as if it were dim light. All in a radius of 60 ft, but you can't discern colors. You also have Hunter's Intuition, which allows you to add a d4 (dice 4) to your Wisdom (Perception) and Wisdom (Survival) checks, which can be useful sometimes when you need a good clutch. 

That's not all. You also have Finder's Magic, which allows you to cast Hunter's Mark spell, and later on 3rd level, Locate Object spell. Hunter's Mark allows you to add 1d6 extra damage to your target, and have advantage on Wisdom (Perception) and Wisdom (Survival) check you make to find this creature, and Locate Object allows you to sense the direction of an object's location that is familiar to you, as long as the object is 1,000 feet, and if the object's in motion, you know where it goes. It also can locate a specific object you know, as long as you have seen it within 30 ft for at least once. You can only cast one of these spells for once every long rest, and Wisdom is your spellcasting ability for this. For hunters, this is a VERY GOOD option, let me tell you.

A few more features are that you know Common and Goblin Language, which is kind of weird for a human to understand Goblin languages, but I won't question that one. It also allows you to have access to Spells of the Mark of Finding to the spell list of your Spellcasting class, which opens a new strategy for your character. Which wraps up ALL OF THAT features we discussed in Mark of Finding. 

Variant Human : Mark of Handling (7/10)

If you are very fond of nature, especially with animals, ANY kind of animals, then THIS is your best option to make that happen. Not my personal best, so I gave it a 7,5, but for you animal lovers, this may change from 7,5 to 10 in an instant. There are also so many features in this one, so listen up, boys.

First, we got ability score increase to your Wisdom by 2 and any other stat by 1. This is optional. Then, we have Wild Intuition which allows you to add d4 (dice 4) to Wisdom (Animal Handling) and Intelligence (Nature) checks. Also for clutch situations over here. They also have The Bigger They Are, which may sound body shaming, but no. It's just targeting a Beast or Monstrosity with Animal Friendship or Speak With Animals if it's Intelligence is 3 or lower, which can be explained by the next feature. 

The next feature being Primal Connection, which allows you to cast Animal Friendship and Speak With Animals and only cast on of these for once every long rest with your Wisdom as your Spellcasting ability. Animal Friendship allows you to take a chance to charm a beast. If it's Intelligence is 4 or higher, this fails, but if it's lower (making it dumb), it makes the beast do a Wisdom saving throw or else, it'll be charmed by you. This'll end if your companions harms the target, though. Party poopers. Speak With Animals allows you comprehend and communicate with beasts for 10 minutes, as the name suggests. This can go through several outcomes in campaigns, but again, it's up to the DMs to decide where this'll go.

If you also have a spellcasting class, you may add Spells of the Mark of Handling to the spell list of your class, which have a few more spells that can be said as "quite useful."

Variant Human : Mark of Making (7,5/10)

If you want your character having a lot of craftsmanship to their lives, this is the Mark you'll need. Cause in this sub race, you don't even need to be an Artificer class to craft things. Let's dive in, shall we?

First, as usual, we have ability score increase of Intelligence by 2 and any other stat by 1. You'll also have Artisan's Intuition, which allows you to add a d4 (dice 4) to your Intelligence (Arcana) checks or any Ability Checks that involves Artisan's Tools. You also get Artisan's Gift, which gives you a proficiency in one type of Artisan's Tools of your choice.

Like all of the other Variant Humans with marks, they all know more spells. For this one, it's called Spellsmith, which allows you to cast Mending and Magic Weapon for once every long rest, with Intelligence as your Spellcasting ability. Mending allows you to repair any object with a touch. Not restoring magic though. Only repairing physical damages. Magic Weapon allows you to make a nonmagical weapon magical with a touch, which adds +1 bonus to attack and damage rolls made with that weapon for as long as the spell duration is.

As usual, if you have a Spellcasting class, you gain Spells of the Mark of Making to your spell list, which are decent, in my opinion.

Variant Human : Mark of Passage (9,5/10)

This is a race that you would want for your character if you want your character to have very high mobility PLUS being able to operate and/or maintain a Land Vehicle, which is very cool to have, but you're gonna be cool once someone has a Land Vehicle. (which is not a lot. Trust me-) But a very solid choice.

This race has ability score increase to your Dexterity by 2, and any other stat by 1. You'll also gain Courier's Speed, which makes you base walking speed by 35 ft. You'll also gain Intuitive Motion, which allows you add a d4 (dice 4) whenever you make a Dexterity (Acrobatics) check or any Ability Check involving operating or maintaining a Land Vehicle. Acrobatics checks are often seen in campaigns, so these are useful. Plus the Land Vehicle stuff. Way better.

You'll also gain a feature to learn a spell, but not 2, instead, you only learn 1 spell, which is Misty Step. Magical Passage allows you to learn this spell for once every long rest with Dexterity as your Spellcasting ability (which is rare). But Misty Step, is RAD. You can literally teleport up to 30 ft to an unoccupied space that you can see. You. Can. Teleport. How cool is THAT? It's also very useful to get around tricky situations in combat, which is just... great!

Oh, and you also learn Spells of the Mark of Passage in you spell list if you have Spellcasting class, which has a few more spells to move around, such as Jump, Pass Without Trace, and even Teleportation Circle! You ever want to be Doctor Strange? Here's your choice.

Variant Human : Mark of Sentinel (9/10)

The last Variant Human Mark, the Mark of Sentinel, allows you to basically become a very, VERY protective and bulky tank. If you want to be a somewhat Tank role in your DMs, this can be a good option for you.

Your ability score increase affects on your Constitution by 2 and your Wisdom by 1. You also gain Sentinel's Intuition, which allows you to add a d4 (dice 4) to any of your Wisdom (Insight) and Wisdom (Perception) checks. You also gain Vigilant Guardian, which really makes you very protective. If a creature that you can see within 5ft is hit with an attack roll, you can use your reaction to SWAP PLACES with the creature, and you are hit by the attack instead. You can use this once every long rest. And since you have quite the Constitution boost, you'll be tanky enough to bulk the attack. 

You'll also learn a spell. A spell, not spells. You only learn Shield spell from Guardian's Shield feature. Of course, once every long rest and Wisdom as your Spellcasting ability. Shield allows you to make an invisible barrier that allows you to add +5 bonus to your AC until the start of your next turn. Additionally, you take NO damage from Magic Missile spells, which can be a little bit annoying, sometimes. Sometimes.

You also learn Spells of the Mark of Sentinel to your spell list if you have a Spellcasting class, which is VERY uncommon if you choose to be a tanky person. A tanky person would usually be a Barbarian class, or any of the physical fighters. Not spellcasters. But hey, it's all up to you. 

Keldon (Dominaria) (8/10)

Source : Plane Shift - Dominaria

This version of human is just human... but not a human at the same time. They're just built different. Nearly all adults stand over 6ft tall, and taller than that are not uncommon. They are massively muscled and have grey skin. This is just a version of human that adapts on where they live, which appears to be very cold. 

They have very different features from the Player's Handbook. Here are all of them.

First, ability score increase of Strength by 2 and Constitution by 1. They live less than a century, their size is medium, despite being way higher than normal humans, and has a base walking speed of 30ft. They can also speak, read, and write Common and Keldon languages. 

Their more unique features are Natural Athlete which gives them proficiencies in Strength (Athletics) checks. Keldon Resilience which gives proficiencies in Strength saving throws. And also, they gain Icehaven Born, which means they are naturally adapted to cold climates. 

These people are just the real definition of 'built different.' They're absolute gigachads who clearly are higher, stronger, better cold resistances, and (not to be racist) grayer than Standard Humans, which I give a thumbs up, 'cause Standard Humans are lame. Seriously. 

Human (Innistrad)

Source : Plane Shift - Innistrad

Innistrad Humans, we could also say. These people are just Standard Humans, but their regional home province in Innistrad just built them very differently. Locals always say that 'Diversity among people comes not from race, but from each home province.' We, in real life, found that hardly simple. There are 4 province. Gavony, Kessig, Nephalia, and Stensia. 

Gavony (4/10)

In this province, the humans are the most well-rounded people of Innistrad. And because of the well-rounded thing, they all LITERALLY have the same features as STANDARD HUMAN DOES. Ability Score Increase to all of your stats by 1. This is just the Standard Human, but different language. I still dislike plain stuff. 

Kessig (9/10)

In this province, life is work. Literally. Kessigers are farmers, millers, weavers, stonemasons, and so much more. This makes them self-reliant, pragmatic, plainspoken, but not so plain in the feature variations, though. At least not as plain as Gavony. YOUR WELCOME, GAVONY.

The features are ability score increase of Dexterity and Wisdom by 1. This also comes with Forest Folk, giving them proficiencies in Wisdom (Survival) checks. They also have Fleet of Foot that increases their base walking speed into 40ft. They never skipped leg day, I guess. Their mobility didn't stop there. They also have Sure-Footed, which denies the need of extra movements when they're Dash-ing in difficult terrain, and also Spring Attack, which makes attack towards a creature, not provoking opportunity attacks from that creature, which is very useful to have when you're literally the speed

Nephalia (6/10)

Humans in Nephalia are rather... unique. They just maintain a semblance of normalcy, buying and selling goods across Innistrad in their always-bustling markets, setting out to sea in tiny fishing boats, and have a very deep connection the sea and... marketing? This gives them ability score increase of Intelligence and Charisma by 1, and since they travel all the time, they gain Breadth of Knowledge, which allows them to gain proficiency in any combination of four skills or four tools of your choice. Not the best option, don't know why anyone will pick this, but it's STILL BETTER THAN GAVONY. 

Stensia (8,5/10)

This province is... just cold-hearted. This province have taught themselves to guard their hearts after lost children and neighbors due to vampire strongholds or some sort. They're proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces, making their features... not that different from their characteristics.

First, ability score increase of Strength and Constitution by 1. They also have Daunting, which gives them proficiencies in Charisma (Intimidation) skills. They also have this very useful feature, which is Tough, which increases their maximum hit points by 2 and by 2 every time they gain a new level. For people who wants to get a little more bulkier than they already are, this is fantastic... and brutal, somehow...

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Monday, August 7, 2023

What's This Blog is Going to be About

 Uh, hi. I'm the blog creator. This is my first blog I'm going to make. Ever. And I'll tell you what's this blog is going to be... talking about.


The Blog's Purpose


Yeah, so as you can see from the blog's name, it's New Order Campaign. What's a campaign, you ask? Well, it's a thing for Dungeons and Dragons. Especially the 5th edition. It's shortened to D&D 5e. Neat, ain't it? And a campaign in D&D is somewhat like a story line. A huge one. 


And this is where New Order comes in. It's a storyline, a very big one. I'm the dungeon master of this, a.k.a. the host and/or narrator of this campaign, and I also make literally every word in these storylines. I also have a community in school that usually comes in a meet every Sunday to attend the campaign through this thing called 'sessions.' And especially for my case, it also has a few chapters. It's not a thing in D&D, but it's my campaign, and let the ideas go wild, I guess?


And, if you haven't already watch the D&D Honor Among Thieves movie, well, let's get a better-known movie. If you ever watch Lord of the Rings. Of course you have ever, right? Well, this is where D&D comes from. LotR inspired the D&D game. And so, here we are, with me talking about what D&D is. 


The Campaign's Progress

I didn't say my campaign hasn't started, have I? In fact, my first chapter is almost complete. By my community in school (which is better not to be mentioned its name of), we have ventured through the first chapter, which is Mislandlom, a region that my friends roamed about (and the chaotic events in there as well, we'll get to that pater later on) and out of 4 sessions, 3 sessions have been complete.

The next session is this Sunday. If you're interested, well, too bad, cause you didn't get any chance to experience the first gameplays of my sessions then. I MIGHT make another session in, I don't know, Discord Servers? We'll see that thing later in the future.

What I'm going to be posting here

I will be uploading quite a few stuff, for example the progress of the D&D campaign I'm on journey through, discussing the characters in those session so you know the strength and weaknesses of this character, and I also might drop in a few more tips about D&D, for example how to be a good dungeon master (This is not a way of me saying I'm a good dungeon master), making your own OC, OP races and class combinations that shouldn't be in DMs, and a few more things.

And you might think, "Bro, what's a dungeon master, class combinations, and RACES? Are you making us all racist!?" No. I'm not. This is how D&D works. You just have to follow this blog's contents (that might be longer to wait than you think it would be) and explore the depths of D&D. And of course, my campaign's lore- 

I think that's enough to wrap up this blog. I hope you enjoyed what I wrote so far. You might not, because this is just an opening for those who just entered the blog. And I also hope you'll wait for more contents I'm gonna be dropping. Bye, people. Peace Out!
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