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The Wild Beyond the Witchlight (Thursdays 6pm EST)

The Black Parade was cancelled :( But we do have a carnival :D

Howdy! I'll be running Wild Beyond the Witchlight for a relatively new group (I have two players already). It's a great time! Check out the details below.

--The Adventure--
The campaign is a Feywild adventure through the titular Witchlight Carnival and the whimsical lands of Prismeer that takes the party from Level 1 to Level 8. It is a super fun romp with interesting twists and cheeky characters. If you're interested please apply below.

--The DM--
I'm Chris! I've been playing D&D since 3.5 but have been DMing since 5E released. I'm a fair and open DM, my rolls are shown to the party so what happens is honest. I love to work with players to tie their characters better to the story and am available to give a helping hand to new players.

--The Rules--
|--Character Creation Rules--|
- New characters are made at the same level the campaign has reached (It will be Milestone).
- All officially released content is valid for character creation and is available through Roll20's in-game Compendium or DNDBeyond (I have all released content shared). I will allow Unearthed Arcana content if asked (after review).
- Roll for stats using a provided Character Stat Roll Macro. You may roll twice and use whichever set you prefer or are welcome to use Point Buy if your roll is less than satisfactory.
- You are allowed a Feat at Level 1
- New characters created after Level 4 are granted a +1 Weapon or +1 Armor, a Uncommon or lesser magic item, and 250gp
- New characters created after Level 9 are granted a +2 Weapon or +2 Armor, a Rare or lesser magic item, and 500gp
- New characters created after Level 14 are granted a +3 Weapon or +3 Armor, a Very Rare or lesser magic item, and 1,000gp

|--Game House Rules--|
- Drinking any potion is a bonus action (feeding someone a potion is still an action)
- Spell components costing less than 100gp are ignored
- As long as your spell fits within the action economy (Action/Bonus Action) you can cast it regardless of level (as long as you have the ability to cast the spell).
- Death imposes a scaling DC for revival (DC 5/10/15/20)
- Flanking is allowed as long as there are no conditions affecting you other than Charmed, Deafened, Exhaustion Level 1, Exhaustion Level 2, and/or Invisible (You gain advantage when you have an ally opposite the enemy you're engaged with or when the enemy is surrounded on three sides)
- Inspiration is given upon rolling a natural 20 and can be kept or given to another player if you already have inspiration. It grants either advantage on a roll or a reroll of a roll. A roll can only be rerolled once (advantage/disadvantage remain).
- Rolling two natural 20s at the same time or in direct succession grants one Legendary Success which can be used to automatically succeed on a saving throw or critically hit and deal max damage. Only one Legendary Success can be held per player.
- You can take average Hit Points upon leveling up or roll (Please record results in the Character Appearance section in the BIO tab on your sheet). You can reroll on a 1 or take average HP.
- |After Level 5| When you drop to 0 hit points but aren’t killed outright or roll a 1 on a saving throw you must roll a d20. On a roll of 1–9, roll on the Lingering Injuries table. On a roll of 10–20, the effect doesn't cause you to suffer a lingering injury.
- |After Level 5| When you take damage from a single source equal to or greater than half your hit point maximum, you must succeed on a DC 15 Constitution saving throw or roll on the System Shock table.

|--Payment--|
- Payment can be made to a provided PayPal link.
- The fee is $10 per session and is to be paid before the session begins.
- If a session is cancelled, the payment made for that session will carry over to the next.

--Conclusion--
Thank you for reading through everything! I look forward to hearing from you :)

Want to join this game? Make a post in the discussion forum below and let the GM know!

2 Players (5 Open Slots)

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