In a small little sleepy town, the oppressed look on in horror as their kinfolk are taken off into the forest. Used as sacrifices for the newly founded "X" religion, they are completely powerless against such weird and evil monstrosities. They need a hero...will you answer the call?Table Rules:
Keep the RP high, and the metagaming low. Everything happens for a reason, and only character's owner can play their own character. Constant badgering, insulting, or menacing will result in a kicking from the mission.
Rule of Cool is the name of the game. If you can explain how you could use your current toolset to do something out of normalcy, ask away. At worst its a no.
Survival is important yes, but don't let your own personal fear prevent you from playing a character how they're meant to be played. Death isn't the end all be all, especially for this world.
If a story cutscene is happening and you decide you HAVE to intrude on the scene, whatever happens is of your own doing. Many cutscenes happen to either set the next scene, progress the story, or empower the players/give the players emotions to think on. Your jack of all trades, super characters don't need to fix/solve EVERY issue just because they can. If your character does have an answer to everything, they will be treated as the face of the party, as well as be the focal point of the antagonist's ire. If you wish to be the main character, you'll be treated as such.
Be chill. Be nice to others, don't start verbal boxing matches because you're upset. You're free to comment or voice opinions, but don't actively antagonize someone. If its in rp however? Do as you please.
Pvp is frowned upon, but if your character decides to heel turn, whatever the party/antagonists do to them, thats of their own choice.
CUSTOM MECHANICS:
Potions: can be taken with a BA, max healing if you use them with an action. Double max if you go full traditional and pull them from your inventory first as an action, and use a BA to drink.
Clash system: When taking the dodge action, you can gamble with a "Clash". By declaring a clash, you and the foe will roll d20s. The higher d20 will overtake the other in the clash and deal max damage of whichever attack they choose to use. The attacks must be equal in total range, and must have a "To-Hit" roll. E.g A longsword and an axe, or Inflict wounds and a Burning Smite. Once a "Clash" has been used, the player must make a constitution save of 10 using their action to use another one.
Flanking: When surrounding an enemy with another, gain +2 to hit. If one player has the target grappled, gain advantage instead, and grappled target gains vulnerability once per round to incoming damage from flank(*2 the total damage).
Chain System:
Forming a Chain Action
Two willing creatures each use their Action on the same turn to form a Chain, becoming Chain Partners. A Chain lasts until: either partner ends it (no action required), one partner becomes unconscious, or the partners end a turn more than 60 feet apart. A creature can be chained with only one partner at a time.
Synchronized Strike
When one partner takes the Attack action, the other may hold a weapon or unarmed attack, binding it to the initiating partner’s next attack. When the initiating partner hits, the held attack immediately triggers, automatically hits, deals normal damage plus both player's PB bonus, and can occur once per round.
Stunning Impact
A creature hit by the automatic strike must make a Constitution saving throw:
DC = 8 + both partners' proficiency bonus
On a failure, the creature is Stunned until the start of its next turn. A creature cannot be forced to make this saving Throw more than once per round.
| Class | Class Chain Features |
|---|---|
| Barbarian — Fury to Surpass the Gods | -+1 to Strength and Constitution checks and saving throws. -When Chained takes damage, halve the damage for all incoming types except Psychic. Upon activation, the Barbarian gains temporary hit points equal to the damage taken after mitigation. |
| Bard — Beat of your Heart's Drum | -+1 to Performance and Persuasion. -Dealing a synchonized attack gives both one usage of bardic inspiration. |
| Cleric — Power in Faith | -+1 to saving throws against charm or fear. - Both gain temporary hitpoints equal to half of any radiant damage dealt, or healing amount. These temporary hitpoints stack. |
| Druid — Nature's Best | -Environmental resistance (Traps, weather effects, lair actions take half damage). -Dealing a synchronized attack with Druid while wildshaped gives both an additional damage dice equal to the current wildshape's highest damaging melee attack. |
| Fighter — A Warrior's Soul | -+2 to hit bonus ontop of flanking bonus. - Upon landing both an attack and extra attack in succession, during the next turn, both are able to action surge, regardless of Fighter uses left. |
| Monk — Combo Artes Expert | -+5 ft speed. -Dealing damage consistently without missing an attack three times, generates a ki point for the monk, and deals an additional amount of damage for the next attack for both members of the chain equal to the Monk's martial die. |
| Paladin — United Oath | -+1 to saving throws within 10 feet. -When the paladin lands a smite, the chained partner's next attack deals bonus damage equal to the total amount of smite damage dealt. |
| Ranger — Unparalleled Hunter | +2 initiative vs Ambush. -Both are benefactors for Hunter's Mark. If both targets hit in the same round and activate Hunter's Mark's bonus damage, the target becomes vulnerable to the last damage it took until the start of the Ranger's next turn. |
| Rogue — Kingslayers | -Advantage on Stealth Checks -On a successful sneak attack, the Chained Partner can attack using a reaction, which also activates the Rogue's sneak attack damage regardless of the weapon, unarmed or spell attack. |
| Sorcerer — Revolver Arcana | -+1 to saving throws against spells. - When the chained partner deals 50 damage in a turn or more, the Sorcerer recovers one sorcery point. The next sorcery ability used is applied to the chained partner as well. |
| Warlock — Contractual Loophole | -+1 to Charisma, advantage on saves against charmed, poisoned, sleep effects. - Both partners benefit from Hex damage, and the chained partner gains a 1d10 force damage dice to their attacks on the first attack on a Hex afflicted target. |
| Wizard — Unlimited Knowledge | -+2 to Intelligence checks. - Chained partners gain a round under the "Tenser's Transformation" spell after landing ten attacks in succession without missing. The Wizard regains one spell slot of their choosing upon activation of effect. |
Combatative NPC'S: New allies can be made by reaching certain milestones over the course of the storyline. These NPC'S are a mix of powerful and supportive toons made specifically to act as an extra set of hands to aide the party. Protecting these NPC'S and aiding them during missions can net the party specific Eidolon of the Sheep rewards. In-verse buffs, specialized character gear and etc. Immerse yourself in the world and take matters into your own hands!
Species/Height:
Attunements:
Prebuffs:
Pets/Summons (If Applicable):
Transformation (If Applicable):
Homebrew (If Applicable):
Character Sheet:
Relevant Content Bans:
Anything else that seems important:
Game Master
Level 10, Kitsune, Bard [Lore]
•Signed up: Dec 7, 2025, 12:16 PM
Species/Height: Kitsune 5'7
Attunements: Rhythm-Maker's Drum, +1
Prebuffs: Aid
Pets/Summons (If Applicable):no
Transformation (If Applicable):no
Homebrew (If Applicable):Kitsune
Character Sheet:https://www.dndbeyond.com/characters/156511848
Relevant Content Bans:
Anything else that seems important: dont think so
Level 6, Aereni Wood Elf, 3 Tempest Cleric / 1 Sorcerer
•Signed up: Dec 7, 2025, 12:17 PM
Species/Height: Aereni Wood Eld
Attunements: None
Prebuffs: Aid/warding bond (maybe)
Pets/Summons (If Applicable): None
Transformation (If Applicable): None
Homebrew (If Applicable): None
Character Sheet: https://www.dndbeyond.com/characters/156639489
Relevant Content Bans: None
Anything else that seems important:
Level 10, High Elf, Rogue - Arcane Trickster
•Signed up: Dec 7, 2025, 12:18 PM
Species/Height: Drow (Medium)
Attunements: Bracers of Archery / Cloak of Protection / Stone of Good Luck (Luckstone)
Prebuffs: See Invisibility
Summons: 1 Familiar (Hawk)
Character Sheet: https://www.dndbeyond.com/characters/155516271/lIYoKf
Relevant Content Bans: Up to the Other Players
Anything else that seems important: If you feel me inactive, ping me multiple times at the same time (Discord is weird, 1 is not enough sometimes) if after 5 min I have yet to respond, either 3 things have happened: Power outage(we get them a lot), Family member emergency (I am like a lived in nurse), or an emergency
Level 10, Aasimar, Barbarian/Fighter (Path of the Experiment and Living crucible)
•Signed up: Dec 7, 2025, 12:19 PM
Species/Height: 7'0 (Medium) Humanoid (Aasimar)
Attunements: Eldrich claw tat, periapt of wound closure, Ring of temporal salvation
Prebuffs: Rage, and Liquid rage, Adrenal Injection and Presto Powder
Pets/Summons (If Applicable):na
Transformation (If Applicable): Na
Homebrew (If Applicable): Path of the experiment and Living crucible
Character Sheet: https://www.dndbeyond.com/characters/156179277
Relevant Content Bans: na
Anything else that seems important: Having a good time
Level 8, Bugbear, Fighter 2 / Barbarian 6 (Path of the Giant)
•Signed up: Dec 7, 2025, 12:20 PM
Species/Height: Bugbear / 7-ish ft?
Character Sheet: www.dndbeyond.com/characters/156664324/t4FXHa
Anything else that seems important: Long'ko would like to using his Living Arsenal to swap weapons freely, but not using multiple in one turn. Big please.
Level 7, Human, Ancients Paladin 4
•Signed up: Dec 7, 2025, 12:21 PM
Species/Height: Human 6'2
Attunements: Cloak of Prot, Eldritch Claw
Prebuffs: Aid, Find Steed
Pets/Summons (If Applicable): Find Steed
Transformation (If Applicable): Nop
Homebrew (If Applicable): Nop
Character Sheet:https://www.dndbeyond.com/characters/153710433
Relevant Content Bans: Nop
Anything else that seems important: Nop
Level 9, Plasmoid, Artificer
•Signed up: Dec 7, 2025, 12:21 PM
Species/Height: Plasmoid/ 6'0
Attunements: none
Prebuffs: nuhuh
Pets/Summons (If Applicable): Steel Defender
Transformation (If Applicable): n/a
Homebrew (If Applicable): n/a
Character Sheet: https://www.dndbeyond.com/characters/156408909/TFhqhp
Relevant Content Bans: n/a
Anything else that seems important: n/a
Level 6, Harvestborn, Entropy Druid
•Signed up: Dec 7, 2025, 12:23 PM
Species/Height: Harvestborn 6'1
Attunements: None
Prebuffs: Uhh his ruin transformation?
Character Sheet: https://www.dndbeyond.com/characters/156642589/builder/class/manage
Relevant Content Bans: None i think
Anything else that seems important: Me, I'm important
Level 12, Anubi, Rogue | College of Dance Bard
•Signed up: Dec 7, 2025, 12:24 PM
Species/Height: Anubi; 5' (6' w/ears)
Attunements: Katana +1; Rhythm-Maker's Drum +1; Gloves of Climbing and Swimming
Prebuffs: Tandem Footwork
Homebrew (If Applicable): Anubi; Katana
Character Sheet: https://www.dndbeyond.com/characters/155582706/LV74Pj
Relevant Content Bans: Harm to Minors; Rule Abuse; Loss of Player Agency
Anything else that seems important: i was so tempted to sign on with jade. i did not.
Level 17, Verdan, Sorcerer (Dragonic Sorcery)
•Signed up: Dec 7, 2025, 12:25 PM
Race: Verdan 5'6 ft
Attunements: Dragon-Touched Focus (Uncommon)
Prebuffs: None
Character Sheet: https://www.dndbeyond.com/characters/155561697
No EXP for me pls.
Long'ko
https://discord.com/channels/1417076658460033077/1447199264047370352
Electra
https://discord.com/channels/1417076658460033077/1447199264047370352
Revik
https://discord.com/channels/1417076658460033077/1447199264047370352
Vorteil
https://discord.com/channels/1417076658460033077/1447199264047370352
Arathorn Crawynn
https://discord.com/channels/1417076658460033077/1447199264047370352
Nathaniel Mast
https://discord.com/channels/1417076658460033077/1447199264047370352