Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Faction Creation

1490237085
Mark S.
Pro
Marketplace Creator
There has been a lot of interest in the creation of new factions, which requires a lot of detail for beliefs, prerequisites, etc... The most difficult to develop are perks.  We must exercise extreme caution when creating perks as it is easy to create loopholes in the system that may go unnoticed until the damage is done. Instead of play-testing perks to expose these perks and then disappointing players when the need arises to change them, I have developed a simple system of guidelines to keep things balanced while adding flavor perks to the game.  Firstly, since the majority of us are in agreement of having no homebrew material, please be willing to do your research on the Forgotten Realms faction as thoroughly as possible. Factions not mentioned in the Forgotten Realms should be close to nonexistent. However, some players are forming their own organizations as they advance, so new factions are inevitable.  Here is an explanation of how the current factions were developed for your reference: The trick is to find literature that states that the faction gives the benefit. All of the others can be found in a book somewhere. For example, silver fire is mentioned as a benefit of the Blackstaff Academy in the 3.5 book "City of Splendors, Waterdeep", as are the other perks. The magic item that is loaned to the Lord's Alliance can be found in one of the books as well (although I don't remember which one). One of the references states that the Order of the Gauntlet is a primary rival of undead and fiends and excel at combating them... thus, the perks that reflect that. ALL of the perks arewritten in Forgotten Realms campaign books in one of the D&D editions (1st to 5th, excluding 4th) or in one of the novels set in that campaign setting. None of them were just made up to make the faction appealing. Now that you know that, you should understand my reluctance to add perks just to make a faction more appealing. I didn't just make them up. I actually took the time to research the factions and find what the books have to say about what they offer. Joining multiple factions is an option as long as you meet the prerequisites. Gaining perks from multiple factions is allowable as long as you are not going above the maximum limit of perks as detailed at the top of factions. So you could be a secret Harper agent that is also a member of the Order of the Gauntlet. The Emerald Enclave is the only exclusive faction so far. Druids and rangers have to make a tough decision on that, but it is the best faction for them. Character development is about decision making in what path you are taking; not figuring out a way to alter the system to do anything you want. Remember that the perks are already allowing you to do things that are above and beyond what the base system provides. I would be fine with adding any perks to any of the factions as long as there is mention of them being available in any of the official publications As far as just adding perks to make the factions more appealing despite the impact that it has on the history of the factions, that is just not something I am interested in doing. I have done a lot of reading on all of them, but if anyone wants to take the time to look into it and see if you can find anything else that might have been provided, I have no problem with them being added. BUT, they have to explicitly say that the faction offers it. For example... The Harper Scout prestige class in the Forgotten Realms Campaign Setting book (3rd ed) states that a Harper can emulate the bardic knowledge ability. In 5e, that would translate to a Harper gaining the History skill as a perk called Harper Knowledge (the name of the ability). Here are the rules to perks... A perk must never replace an existing background feature, feat, or class ability. It may be a lesser or limited version of one though. If the benefits of a perk can be gained by other means, that perk should not exist.  A perk must be clearly stated as a benefit of the faction in one of the official D&D publications (including novels). Examples above. The exception to this is new factions that are player created.  A perk may never offer a benefit at a lower level than it would normally be available. For example, fly is a spell available to 5th level spell casters, thus flight should not be available through a perk before a PC has reached that level. These kinds of perks must include some sort of restriction (i.e. use of a spell slot of the appropriate level, minimum level required, etc...) A perk may never increase a character ECL (effective character level). It should have a minor effect that enhances the PC by giving more options or a slight enough advantage that does not cause the character to behave at a higher level. This means that unlimited perks MUST be equivalent to LESS than a background feature, 1st level class feature, feat, etc... The above guidelines should suffice for adding perks for those DMs that are interested in doing so. However, please share your work (including the book reference and page number) and wait to receive the approval of 2 other DMs before adding it. Also, try to not go crazy adding perks making one faction have a lot more than any of the others. Try to keep them a bit balanced on options. Use this thread for development and to receive approval from 2 other DMs. 
1490237341
Mark S.
Pro
Marketplace Creator
An example conversation: Me, in response to Regan's submission: It looks like a good base to start from. Some of the perks are a bit OP. With some tweaking, we should be able to make it work. I would like to see more detail as far as what each thing does. Also, I think it would be better if we had some restrictions since obedience is imperative to being a Christian. Belt of Truth: You have advantage on all checks to see through illusions and gain proficiency in Insight; or expertise if already proficient. Deception is high on the list of things God considers to be an abomination. A “lying tongue” is one of the things He describes as “detestable to Him” (Proverbs 6:16-17). We are therefore exhorted to put on truth for our own sanctification and deliverance, as well as for the benefit of those to whom we witness. My comments: Automatic advantage on illusions may be OP as some of the higher level creatures specifically use this ability to their advantage. I know a couple of adventures off-hand that use illusions that could be crippled by this. Also, most of the higher level fiends use disguise which is against Insight. I would say to just let the perk give proficiency in insight or expertise if you already have it. Restriction: Will not use the Deception skill, otherwise you lose this perk. Helmet of Salvation: You are immune to all charm effects and you have advantage against all attempts to magically put you to sleep. The helmet of salvation is protection for the head, keeping viable a critical part of the body. The head is the seat of the mind, which, when it has laid hold of the sure gospel hope of eternal life, will not receive false doctrine or give way to temptations. My comments: Immunity to charm is also OP as it automatically overcomes the abilities of most fey. It is also more powerful than what an Elf begins with. We also don't want to replicate the elven ability because that is "replacement dynamics". I would say gaining advantage against being frightened or charmed would suffice OR grant proficiency in the Wisdom saving throw. Feet readied with the Gospel: You ignore difficult terrain while moving by foot and you gain an additional 5ft. speed increase. In warfare, sometimes an enemy places dangerous obstacles in the path of advancing soldiers. The idea of the preparation of the gospel of peace as footwear suggests what we need to advance into Satan's territory, aware that there will be traps, with the message of grace so essential to winning souls to Christ. My comments: This is better (and therefore replaces) the ranger's natural explorer feature. "Your feet are shoden with the gospel of peace." What if we made this like Sanctuary. Your peaceful presence requires gives you the benefits of sanctuary by any enemy not threatened by you or your allies. This would give you the chance to engage in conversation. Imagine if everyone in the group had this. The creature would have to make a save against each individual. This keeps it as a conditional effect that emulates a 1st level spell. This ability should be limited to 1 use per short rest. Shield of Faith: You have a permanent +1 increase to your AC and critical hits act as normal hits against you. Our faith—of which Christ is “the author and perfecter” (Hebrews 12:2)— is like a golden shield, precious, solid, and substantial. My comments: This one is way OP as it emulates +1 adamantine armor. That is effectively a 7,000 gp to 17,000 gp magic item that you don't even have to wear. How about instead, we let the PC use the shield of faith spell once per short rest. That would be better balanced. Now, if you make the PC have to expend something like a spell slot, the ability can be as powerful as the spell slot level or have some other kind of level limit. Adding spells to a class list, for example, does not break the system because the PC is still limited by the number of slots that they have. Otherwise, abilities that are unlimited should be a bit less than anything that could be done at first level. Perks should never make a PC more powerful than the level that they are, they should only add small options to what they can do. A lot of people like the mounts a lot, but the mounts are weaker than what the PC is capable of doing. The mount just adds some flavor just like all of the other perks.
I think some of these need down sides as well. Like if you have the belt of truth you cant lie. Or in order to activate feet readied by the gospel you must spend an action praying. All of are other perks that give such hefty benefits have limitations (like can only be used on undead or fiends) I think some or all of these need the same limitation. These perks look like magic items that would be given out after a 10 session adventure not a passive thing everyone could get.
1490274280

Edited 1490275316
Belt of Truth: You gain proficiency in Insight; or expertise if already proficient and 1/day you may spend time seeking truth in prayer to Christ and you will gain a temporary (20 minute) zone of truth around you. Deception is high on the list of things God considers to be an abomination. A “lying tongue” is one of the things He describes as “detestable to Him” (Proverbs 6:16-17). We are therefore exhorted to put on truth for our own sanctification and deliverance, as well as for the benefit of those to whom we witness. Restriction: Will not use the Deception skill, otherwise you lose this perk and must spend time in prayer and repentance to gain it back. Helmet of Salvation: You have advantage on all charm and frighten effects and any saving throws to end them. The helmet of salvation is protection for the head, keeping viable a critical part of the body. The head is the seat of the mind, which, when it has laid hold of the sure gospel hope of eternal life, will not receive false doctrine or give way to temptations. (requirement: True Salvation) Feet readied with the Gospel: You gain an additional 5ft. speed increase and 1/short rest may pray for sanctuary to spread the gospel and obtain a temporary (20 minute) sanctuary for as long as you plan to make peace and spread the gospel (ends when hostile towards humanoids or when you engage in combat for any reason). While protected in this way you ignore difficult terrain so as to reach those who need the gospel. In warfare, sometimes an enemy places dangerous obstacles in the path of advancing soldiers. The idea of the preparation of the gospel of peace as footwear suggests what we need to advance into Satan's territory, aware that there will be traps, with the message of grace so essential to winning souls to Christ. Shield of Faith: You may use your bonus action 1/ short rest to have a temporary shielding (10 minute) aura envelop you giving a +1 increase to your AC and resistance to either slashing, bludgeoning, or piercing damage (choose one). Our faith—of which Christ is “the author and perfecter” (Hebrews 12:2)— is like a golden shield, precious, solid, and substantial. About Requirements: (All the perks require a relationship (prayer and reading scripture) with Christ, but if you are continually grieving the Holy Spirit, you will not gain any except the Helmet of Salvation, if truly saved. Ephesians 4:30 tells us that we should not grieve the Spirit. We grieve the Spirit by living like the pagans (4:17-19), by lying (4:25), by being angry (4:26-27), by stealing (4:28), by cursing (4:29), by being bitter (4:31), by being unforgiving (4:32), by being sexually immoral (5:3-5), etc. Both quenching and grieving the Spirit are similar in their effects. Both hinder a godly lifestyle. Both happen when a believer sins against God and follows his or her own worldly desires.) Also let it be known that even when we make mistakes we do not lose salvation, but we do get disciplined as a good father disciplines his children. (Ie. lose perks other than Helmet of Salvation.) Disclaimer: I am in no way trying to be sacrilegious or heretical and if you see any issues in essential doctrine feel free to address it.
I would add some background stuff for ur perks all of these just seem to good to put in here. I could easily see this being abused by players. There are no current factions that give you these kind of powers unless you fight some type of enemies. Change these to fighting against fiends and demons and make the backgrounds available as a perk (removing one of the ones listed) and I would say your on the right track. Also I would make sure your requirements more broad no DM is going to police that specific of requirements. Make it an action that offends your god not a state of mind. Everyone gets angry and everyone gets bitter. Try you must maintain a lawful good alignment or something like that
It would lose the spirit of the faction itself if I were to change the requirements. I am however up for adjusting perks, but will not make it pertain to specific enemies as the perks are defensive in nature and Christ defends us from all attacks not just demonic ones.
1490275494

Edited 1490275949
Keep in mind these are being edited as we speak and tweaked for balance. (PS: check the perks above for edits as I will not be re-posting until fully approved by Mark.)
1490276140

Edited 1490276164
 Sorry its to over powered with the perks atm you need to make these buffs more constrained not a passive. There are no factions out there that come close to these benefits. I would say use the existing ones as a guide. Have 1 really good perk and the rest should be RP related in nature. In the end this is a role playing game and making people unable to think a certain way is to controlling on the game. I understand thats how you play the game but its not how everyone does and making them do this in order to receive benefits takes away from the game as a whole. Everyone serves christ in there own way and I feel like this faction makes you a religious zealot. This would also be hard on the DM to constantly say u cant do this or cant say that because ur a member. I just dont want people to feel like we crack a whip cause there salty about loosing an item roll or they die and get mad.
1490276552

Edited 1490276782
I used the well equipped perk as the power cap as at level 3 renown it allows 2,500gp magic item. This can get you many things including a ring of protection. Also we are to be fully for Christ and if that comes off as religious zealotry I will not change that for anything in the world. I am not trying to control anything, but rather emulate how a real Christian church would look like. (Ie. most magic is frowned upon and and cannot be a thief or rogue) Still the requirements are not fully fleshed out either that is why It states still in development on the faction page.
Well I will check back to see if any updates are made but I would vote no atm for the reasons stated
I also strived to back up what I have said with as much scripture as possible without bogging things down so that no one can say that it is not Biblical. Feel free to provide additional feedback. I am enjoying the conversation as it has given me ideas to tweak things.
My basis for the requirements were also influenced by black staff's academy only wizards and sorcerers allowed policy. So mine is not as restrictive lol. I like to make known my thought process as well.
I would also vote no. I like the focus and the and the backing of scripture, but the perks are too op. Some of them are 2-3 perks in one. As a whole they are more like class abilities than perks. I realize that you have included some rp restrictions, but that forces the dm to be much more hands on than necessary. My suggestion is just dial the perks way back
1490279193

Edited 1490279547
Mark S.
Pro
Marketplace Creator
Regan C. said: Keep in mind these are being edited as we speak and tweaked for balance. (PS: check the perks above for edits as I will not be re-posting until fully approved by Mark.) Remember that the point of the thread is to make it so all DMs can be a part of development and approval. This is important as... 1. I might not always have time. 2. I want the game to belong to everyone as a unified group. Belt of Truth. Not so sure about the zone of truth thing for a few reasons. It is a 2nd level spell and the PC is already gaining a skill proficiency with the perk. Also, I am not sure I can see that example in scripture. There were a number of cases that others lied to Jesus in his presence. One could say that Jesus had insight (discernment) about the lie, but did not prevent them from telling it. One of the best examples would be Judas. There are no other perks that grant insight so I think that alone makes the perk unique. Helm of Salvation looks good to me. Consider that one approved by one DM (me) as long as there are no changes made to it. Feet readied with the Gospel. I am just not so sure about the additional move speed. Some of these make me think you are trying to cram as many benefits as possible into each perk. Remember that they are supposed to be very simple and minor effects, somewhere from a single cantrip to a single 1st level effect (unless level restricted). Do not try to make each perk appeal to every PC. Perks should appeal to only some PCs, while others will not be interested. I would say either go with additional 5 feet speed (this will be HUGE if stacked with a wood elf or class that gives a further bonus to speed) OR a 1st level effect (like Sanctuary). Personally, I don't think the speed bonus makes much sense... but I think it would be balanced if it was just that at +5 feet. Shield of Faith is unique and is the lesser of two 1st level abilities so it also looks good (with a minor tweak, see below)... except that I think the name might cause confusion since there is a spell with the same name yet does not have the same effect. This is a unique situation though that might allow for that to be overlooked. It was just something to think about. It is kind of hard to rename it since that is the actual name in scripture. "The shield of faith quenches fiery darts of the enemy" could translate to armor class or even the 3.5 entropic shield effect. Looking into some of the old spells/abilities can sometimes inspire new ideas. It takes 1 action, lasts 1 minute, gives a 20% miss chance (OR the PC is treated as having full cover so applies a -5) to any range attack against the PC, and can be used once per short rest. I think the damage resistance might be a bit OP unless we specify one damage type (piercing?). Otherwise, a PC will always specify the damage type the creature they are currently fighting.  I agree with Daniel about the requirements. Keep the text description that you have in the details of the faction, BUT you have to translate them into game mechanics for the DMs to keep things simple. This is where things can get really tricky though because some people develop different ideas about some things. Our conversation about drinking wine (or alcohol) could present a great example.
1490279980

Edited 1490280029
Mark S.
Pro
Marketplace Creator
Oh... another thing. I would consider putting the requirements as part of each perk. This should prevent any debate if done properly. For example... Belt of Truth. PC cannot use the deception skill or otherwise tell a lie. Helm of Salvation. Cannot get intoxicated by excess of alcohol or use of drugs. Sandals of Peace. Cannot attack incapacitated or non-hostile creatures. Shield of Faith. Must RP quoting scripture as the verbal component. Just some examples I thought of off the top of my head. This approach creates a code of conduct as perks are acquired.
Id add to the sandles you cant attack a monster first only while combat is in progress
1490281717
Mark S.
Pro
Marketplace Creator
Daniel S. said: Id add to the sandles you cant attack a monster first only while combat is in progress I like that. Otherwise, you have broken your vow of peace and lose the perk.
Yeah that was what i was going for. You can never cast the first stone 
1490282289
Mark S.
Pro
Marketplace Creator
Roll20 needs a "like" button. lol
I have seen the additions and advice and love it so much more. I understand that it cannot be too op, which is why I am posting here for advice on how to balance it, but keep the theme.
Also the feet readied for the Gospel is being switched for the sword of the Spirit.
1490284343

Edited 1490284354
I will change shield to piercing damage only and +1 to AC, but would like to make it known that it resists magical piercing as well (like there is a whole lot of that lol) as it would make sense as it is to be used to guard against the devil's spiritual attacks as well.
1490284427

Edited 1490284451
Instead of a zone of truth, how about the capability to 1/long rest for like 5 or 10 minutes be able to detect lies and not prevent them?
Sword of the Spirit: while fighting evil creatures (neutral does not matter, but changing a monster's alignment would count per say) your weapon attacks count as magical for overcoming resistances. Restriction: while fighting non-evil (neutral is does not matter, but if DM changed the creature to evil it would count) creatures your weapon attacks get a -1 to damage. All Christian soldiers need the same rigid training to know how to properly handle the Sword of the Spirit, “which is the word of God.” The sword that Paul refers to here is the Holy Scriptures. We know from 2 Timothy 3:16–17 that the word of God is from the Holy Spirit and written by men. Since every Christian is on the spiritual battle with the satanic and evil forces of this world, we need to know how to handle the Word properly. Only then will it be an effective defense against evil, but it will also be an offensive weapon we use to “demolish strongholds” of error and falsehood (2 Corinthians 10:4–5). Does this sound good? I would like an offensive benefit for the only offensive piece of the Christian's arsenal. I will be using the restrictions that Mark provided for the others as they make sense thematically.
Sword seems fine but it would be evil only not lawful evil chaotic evil nuetral evil would be considered -1. Honestly I would make this a specific monster type like fiends or demons it will make it a lot easier on the player and DM's because in order to decern an alignment you have to spend a turn observing it
also this perk would be a passive perk leaving them no way to turn it off.
1490285580
Mark S.
Pro
Marketplace Creator
Regan C. said: I will change shield to piercing damage only and +1 to AC, but would like to make it known that it resists magical piercing as well (like there is a whole lot of that lol) as it would make sense as it is to be used to guard against the devil's spiritual attacks as well. Resist to piercing is all piercing, magic or not. Resistance to all non-magical attacks is something completely different. 
Mark S. said: Regan C. said: I will change shield to piercing damage only and +1 to AC, but would like to make it known that it resists magical piercing as well (like there is a whole lot of that lol) as it would make sense as it is to be used to guard against the devil's spiritual attacks as well. Resist to piercing is all piercing, magic or not. Resistance to all non-magical attacks is something completely different.  Oh ok I was just stating that for thematic reasons
Daniel S. said: Sword seems fine but it would be evil only not lawful evil chaotic evil nuetral evil would be considered -1. Honestly I would make this a specific monster type like fiends or demons it will make it a lot easier on the player and DM's because in order to decern an alignment you have to spend a turn observing it Actually you would not as the DMs have the monster manual which states alignment unless changed by DM. Ex. Paladin attacks a thief stealing from him. If of any evil alignment then overcome resistance. If not then -1 to damage.
1490286247
Mark S.
Pro
Marketplace Creator
Regan C. said: Instead of a zone of truth, how about the capability to 1/long rest for like 5 or 10 minutes be able to detect lies and not prevent them? I like this idea is better than the zone of truth. You could just use Detect Thoughts for this. It is 2nd level though. Requiring the PC to use one day of downtime fasting to gain one use of this ability should keep it from being abused though. Just an idea. Otherwise, what you have works as well although you will have to define the parameters of detect lie (use detect thoughts as an example. 
Thinking Chaotic neutral as well for the sword, because thematically many thieves and rogues are that and Christ is opposed to chaos and is the God of order not chaos. Thus it would be against all evil and chaotic neutral. (so one more inclusion for thematic purposes and plus the bonus is not that great either) Isaiah 48:13 13 My own hand founded the earth, and My right hand spread out the heavens;  when I summoned them, they stood up together. Isaiah 24:10 10 The city of chaos is shattered; every house is closed to entry.
Mark S. said: Regan C. said: Instead of a zone of truth, how about the capability to 1/long rest for like 5 or 10 minutes be able to detect lies and not prevent them? I like this idea is better than the zone of truth. You could just use Detect Thoughts for this. It is 2nd level though. Requiring the PC to use one day of downtime fasting to gain one use of this ability should keep it from being abused though. Just an idea. Otherwise, what you have works as well although you will have to define the parameters of detect lie (use detect thoughts as an example.  alright they are able to detect words that are intentional lies for 10 minutes 1/long rest as long as they have spent two hours of a previous long rest praying to Christ and seeking truth from him. After using it you must seek truth in Christ again to be able to use it later. Sound good?
1490287847
Mark S.
Pro
Marketplace Creator
Daniel S. said: Sword seems fine but it would be evil only not lawful evil chaotic evil nuetral evil would be considered -1. Honestly I would make this a specific monster type like fiends or demons it will make it a lot easier on the player and DM's because in order to decern an alignment you have to spend a turn observing it Not sure that is what you meant to say as those three are evil alignments.  Regan C. said: Sword of the Spirit: while fighting evil creatures (neutral does not matter, but changing a monster's alignment would count per say) your weapon attacks count as magical for overcoming resistances. Restriction: while fighting non-evil (neutral is does not matter, but if DM changed the creature to evil it would count) creatures your weapon attacks get a -1 to damage. All Christian soldiers need the same rigid training to know how to properly handle the Sword of the Spirit, “which is the word of God.” The sword that Paul refers to here is the Holy Scriptures. We know from 2 Timothy 3:16–17 that the word of God is from the Holy Spirit and written by men. Since every Christian is on the spiritual battle with the satanic and evil forces of this world, we need to know how to handle the Word properly. Only then will it be an effective defense against evil, but it will also be an offensive weapon we use to “demolish strongholds” of error and falsehood (2 Corinthians 10:4–5). Does this sound good? I would like an offensive benefit for the only offensive piece of the Christian's arsenal. I will be using the restrictions that Mark provided for the others as they make sense thematically. A bit wordy and confusing and needs edited... just say "evil creature". What you are proposing is a 6th level druid ability (I think monks might get this too). You have limited it to evil so it is 50% as effective. Limit it to once per short rest (AKA once per combat) and I think it would be good. Limiting it to one specific weapon would lift that restriction and make it permanent, but I don't see that being possible in this case. I think it would be best as "any melee weapon attack"; not to be confused with "melee attack". A "melee weapon" as defined as being a crafted weapon whereas a "melee attack" can apply to melee spell attacks, unarmed attacks, and natural attacks made by creatures. Now that I think of it, the best thing to do would be to say "a melee attack made with a sword". Now it is limited to where the PC can't use it with ranged weapons, nor while polymorphed or otherwise shape-changed, but is a permanent effect. Now my response is very "wordy" (lol). But at least you can see the process that is put into development and all of the things that have to be considered. It gets easier the more familiar you become with the system. 
1490288015
Mark S.
Pro
Marketplace Creator
Regan C. said: Mark S. said: Regan C. said: Instead of a zone of truth, how about the capability to 1/long rest for like 5 or 10 minutes be able to detect lies and not prevent them? I like this idea is better than the zone of truth. You could just use Detect Thoughts for this. It is 2nd level though. Requiring the PC to use one day of downtime fasting to gain one use of this ability should keep it from being abused though. Just an idea. Otherwise, what you have works as well although you will have to define the parameters of detect lie (use detect thoughts as an example.  alright they are able to detect words that are intentional lies for 10 minutes 1/long rest as long as they have spent two hours of a previous long rest praying to Christ and seeking truth from him. After using it you must seek truth in Christ again to be able to use it later. Sound good? Yeah... if you are using Detect Lies (a lesser version of Detect Thoughts), you don't need to have as many restrictions on it. It could just be regained through prayer during a short rest.  Make sense?
1490288124
Mark S.
Pro
Marketplace Creator
P.S. I would discard the -1 to non-evil creatures for the sword of the spirit. I would keep it simple and just not allow the attack to overcome resistance against those creatures.
I am ok with that just a generic add magic tag to mellee atacks made with the sword against evil monsters. My only thing is that players do no know alignment of monsters only DM's should anything else is meta gaming
1490289023

Edited 1490289828
alright noted, here is the revised version. Sword of the Spirit: All of your melee weapon attacks, that are made with a sword of any type, against evil creaturesare considered magical for the purposes of overcoming resistances. All Christian soldiers need the same rigid training to know how to properly handle the Sword of the Spirit, “which is the word of God.” The sword that Paul refers to here is the Holy Scriptures. We know from 2 Timothy 3:16–17 that the word of God is from the Holy Spirit and written by men. Since every Christian is on the spiritual battle with the satanic and evil forces of this world, we need to know how to handle the Word properly. Only then will it be an effective defense against evil, but it will also be an offensive weapon we use to “demolish strongholds” of error and falsehood (2 Corinthians 10:4–5).
Daniel S. said: I am ok with that just a generic add magic tag to mellee atacks made with the sword against evil monsters. My only thing is that players do no know alignment of monsters only DM's should anything else is meta gaming Well it does not matter however, as they would always be using it so you would just tell them if their attacks were going through any forementioned resistances.
1490289164
Mark S.
Pro
Marketplace Creator
Daniel S. said: I am ok with that just a generic add magic tag to mellee atacks made with the sword against evil monsters. My only thing is that players do no know alignment of monsters only DM's should anything else is meta gaming Right. I agree. They should not know that and the DM should not tell them. Players should refrain from asking "Is it evil?" and instead, it will be up to the player to either remind the DM or put in the description of their attacks... "treated as a +1 weapon attack against evil creatures". That would be the best way to deal with it. This way only the DM knows and it is up to him/her if the PC notices that their attacks appear to be more effective. 
1490289302

Edited 1490289319
Mark S. said: Daniel S. said: I am ok with that just a generic add magic tag to mellee atacks made with the sword against evil monsters. My only thing is that players do no know alignment of monsters only DM's should anything else is meta gaming Right. I agree. They should not know that and the DM should not tell them. Players should refrain from asking "Is it evil?" and instead, it will be up to the player to either remind the DM or put in the description of their attacks... "treated as a +1 weapon attack against evil creatures". That would be the best way to deal with it. This way only the DM knows and it is up to him/her if the PC notices that their attacks appear to be more effective.  treated as +1? would it not be less confusing to just say "treated as magical for resistances against evil creatures". That way they would not accidentally add +1 to attack and damage? unless that is allowed then by all means lets use that lol.
1490289488
Mark S.
Pro
Marketplace Creator
How about this, Regan? Sword of the Spirit: All of your melee weapon attacks, that are made with a sword of any type, against evil creatures   are considered magical for the purposes of overcoming resistances.  Keeps it real simple and concise. 
1490289562

Edited 1490289697
Mark S.
Pro
Marketplace Creator
Regan C. said: Mark S. said: Daniel S. said: I am ok with that just a generic add magic tag to mellee atacks made with the sword against evil monsters. My only thing is that players do no know alignment of monsters only DM's should anything else is meta gaming Right. I agree. They should not know that and the DM should not tell them. Players should refrain from asking "Is it evil?" and instead, it will be up to the player to either remind the DM or put in the description of their attacks... "treated as a +1 weapon attack against evil creatures". That would be the best way to deal with it. This way only the DM knows and it is up to him/her if the PC notices that their attacks appear to be more effective.  treated as +1? would it not be less confusing to just say "treated as magical for resistances against evil creatures". That way they would not accidentally add +1 to attack and damage? unless that is allowed then by all means lets use that lol. You are correct. See my last post. It should read, "treated as magical against evil creatures".
Mark S. said: How about this, Regan? Sword of the Spirit: All of your melee weapon attacks, that are made with a sword of any type, against evil creatures   are considered magical for the purposes of overcoming resistances.  Keeps it real simple and concise.  Ahh I see that is more simple and concise it will be adjusted to that then.
1490290456

Edited 1490290466
The new and hopefully final perk list as with the help of you guys: Belt of Truth: You gain proficiency in Insight; or expertise if already proficient and 1/short rest you can use an action to detect lies from those around you for ten minutes. Deception is high on the list of things God considers to be an abomination. A “lying tongue” is one of the things He describes as “detestable to Him” (Proverbs 6:16-17). We are therefore exhorted to put on truth for our own sanctification and deliverance, as well as for the benefit of those to whom we witness. Restriction: Cannot use the Deception skill to knowingly lie. Helmet of Salvation: You have advantage on all charm and frighten effects and any saving throws to end them. The helmet of salvation is protection for the head, keeping viable a critical part of the body. The head is the seat of the mind, which, when it has laid hold of the sure gospel hope of eternal life, will not receive false doctrine or give way to temptations. (requirement: True Salvation). Restriction: Cannot get intoxicated by excess of alcohol or use of drugs. Sword of the Spirit: All of your melee weapon attacks, that are made with a sword of any type, against evil creatures are considered magical for the purposes of overcoming resistances. All Christian soldiers need the same rigid training to know how to properly handle the Sword of the Spirit, “which is the word of God.” The sword that Paul refers to here is the Holy Scriptures. We know from 2 Timothy 3:16–17 that the word of God is from the Holy Spirit and written by men. Since every Christian is on the spiritual battle with the satanic and evil forces of this world, we need to know how to handle the Word properly. Only then will it be an effective defense against evil, but it will also be an offensive weapon we use to “demolish strongholds” of error and falsehood (2 Corinthians 10:4–5). Shield of Faith: You may use your bonus action 1/ short rest to have a temporary shielding aura envelop you giving a +1 increase to your AC and resistance to piercing damage for ten minutes. Our faith—of which Christ is “the author and perfecter” (Hebrews 12:2)— is like a golden shield, precious, solid, and substantial. Restriction: Must RP quoting scripture as the verbal component.
1490291209

Edited 1490291225
I still think these are to much, you need to get rid of a few of these and add RP perks like the rest of the factions have. Being able to select this many perks makes it way to OP. No other faction has this many active perks. Until that part gets fixed its going to still be a no from me. 
Daniel S. said: I still think these are to much, you need to get rid of a few of these and add RP perks like the rest of the factions have. Being able to select this many perks makes it way to OP. No other faction has this many active perks. Until that part gets fixed its going to still be a no from me.  I agree. pick 2 of them and then add to RP perks
Insight and detecting lies is RP. Plus they all have restrictions except sword and Mark helped me create them all.
RP would be backgrounds and other very minor effects. There should really only be one amazing perk and the rest are situational. Pretty much all of these fall in the earlier category....some more than others
It would seem not so as Blackstaff Academy has only one RP perk really. (Archive Access as the rest affect gameplay) Archive Access: You gain proficiency in the Arcana skill. If you are already proficient, you gain expertise. Also gain the benefits of the Library Access feature of the Cloistered Scholar background and the Researcher feature of the Sage background. However, these features only apply to lore related to arcane, celestials, constructs, dragons, elementals, fey, and fiends. You can look up information related to the effects, history, religion, etc... of any arcane spell (bard, sorcerer, warlock, and wizard), magic item, or creatures listed above. Avid Learner: If you are a wizard, you gain three new spells (instead of the usual two) to add to your spellbook when you gain a level. If you are a sorcerer, you may choose two of the sorcerer spells you know and replace them with other spells from the sorcerer spell list (instead of just one as usual) when you gain a level. Blessed of the Seven Sisters: Each one of the following spells become a class spell for you. 1st Level: Bane, Bless. 2nd Level: Lesser Restoration 3rd Level: Beacon of Hope. 4th Level: Death Ward. 5th Level: Commune (with Mystra), Flame Strike. 6th Level: Planar Ally. 7th Level: Divine Word. Silver Fire: Mystra has granted you the secret to the mystery of silver fire. Silver fire can only be used once (until taking a short rest) in the following ways: Beam: Works exactly like the disintegrate spell except it releases a beam of magical whitish flame that deals 7d6+28 force damage. You must expend a minimum of a 3rd level spell slot but add 1d6+4 force damage per spell slot used above 3rd level. Cone-shaped cloud: As an action, you expend an 8th level spell slot to create a 70 foot cone-shaped area emanating from you that causes all dead magic in the area to be banished forever. Purge: This requires no action as the magical energy within you is released purging you of all charm effects. A number of spell slots totaling a sum of 4 (your choice) are expended when the purge takes place. This can happen even if you are unconscious or asleep ending all enchantment effects that are affecting you. Teleport: This works just as the teleport spell and requires a 7th level spell slot. This effect allows you to teleport to the last place that you used spell fire without any chance of failure.
plus the perks they have offer new spells and utility far beyond the perks of Soldiers of Christ.
Wasnt around to have input into it. I think that 7d6+28 is ridiculous and should never have been put into the game. DC on that spell should be 10 not your own spell dc.