ZeroWolf wrote:Funny thing, I always wanted to play and when it came to actually starting one based on the idea of playing bad guys, the DM never actually started it. He wasted time week after week.
Once I get more into it (only been playing since January) I might try doing some online campaigns via Roll20, one of which I had in mind was a crime syndicate style short campaign. If this ever comes to fruition. I'll give you a heads up if you'd like.
Right now my focus is one organizing the plot for a long-term campaign that is Greek mythology based. Essentially it is 5e setup with the classes of wizard, warlock, and paladin removed more or less, and the race system reworked. Basically, players must be human, but they get different skill bonuses and a set of three abilities (utility, defense, and attack) based upon their divine patron or parent. A lot of these are just spells I reworked to be less powerful or more powerful depending on their function, but a lot of it is homebrewed.
For instance:
Parent/Patron: Poseidon
Skill Proficiencies: +1 Religion
Weapon Proficiencies: Trident
Utility: Child of the Sea - As a child/devotee of Poseidon, you can breathe normally underwater and have an enhanced swim speed of 60, additionally, if you roll a succeeding wisdom roll, you can speak to aquatic life, though fish are known to be notoriously koi, you might want to try for the halibut, just mullet over.
Defense: Healing Waters - Once per short rest, you may touch a natural source of water and gain 1d8 temporary hit points, but only while maintaining contact with that source of water.
Attack: Summon Geyser - Once per long rest, you may slam your hand or weapon to the ground, channeling underground reservoirs into a 10 foot wide, 50 foot high blast of water and steam within range of 50 feet. Enemies within a 5 foot radius of the geyser must make a Dex saving throw or receive 1d8 bludgeoning damage, and be moved away from the point by 5 ft, and be knocked prone.