Stephen L. said: Hi. i'm curios. but would need a bit more info on how your home brew works. if thats okay? particularly i'd like to know; 1) What specifically have you kept from 5e and what have you changed? I'm most interested in how Character Creation, Skills & Combat have changed. 2) You mentioned spell list is home-brew? is it completely home brew or are there still spells from 5e we can use? 3) Whats the world like? e.g what races can we play? what is going on in the world? what plot hooks are there? what class / careers are most and least prevalent in the world. Hi, hopefully this provides a bit more information for you! 1. Because the homebrew rules developed and evolved before D&D 5e existed, things have not changed from this system per se. There is, however, quite a lot of overlap as many of the elements from the official D&D rules work well and so were adopted. For example, the 6 base stats you begin with are the same (CON, STR, DEX, INT, WIS and CHA) and these are still used for saving throws. However, rather than rolling for these stats and then determining saving throws based on them, these statistics are lumped into one (for example, your character would roll a D6 die -2 on character creation for each stat, and so if your CON is 4, your saving throws for CON will also be +4). Moreover, many of the secondary stats are also the same and function the same (Sleight of Hand checks, Animal Handling checks, etc.). Combat is also extremely similar, although AC works slightly differently. 2. All of the spells are homebrew, but you will see some spells that look almost identical to some of those in D&D 5e, but with slight modifications (as one of the biggest differences in the homebrew rules is the way in which magic is organized. Spells must be purchased or learned, use mana instead of spell slots, and do not need to be prepared beforehand). For example, you will see Entangle, and it operates very similar to the way in which it does in 5e, but with minor modifications. Moreover, tactical spell combinations abound so magic-wielders can coordinate their own actions, or actions of other party members, in clever and unique ways (water hit by fire turns into smoke to block vision, as an example). 3. The world is high fantasy with two large, main continents and smaller, island continents surrounding the region. There are a lot of races to choose from: dark elves, high elves, wood elves, humans, necroshans (preserved, undead humans), dwarves, aspers (snake people) and orcs. Though these races typically have their own lands (and some, tumultuous pasts of war and conflict), they do freely travel and are not currently at war (though due to historical events and possible prejudices, some races will be more hostile towards each other than others). There are 6 base classes: sorcerer, naturalist, outlaw, warrior, cultist and cleric. Each of these classes splits into 4 different subclasses a player can choose from upon hitting level 5. Moreover, professions are also prominent options, facilitating additional playstyle mechanics to further tailor characters in unique ways. Hopefully this helps answer some of your questions!