My setting, which is called Liel, is the oh so original idea of taking a Sigil like crossroads and making it a whole world, rather than just a city. So pretty much all races and gods are available here. To reduce burden on myself (for some values of reduce), I re-wrote most of the PHB races to get rid of subraces, and broke some of the subrace options into a cultural bonus for being an immigrant (more recently come to this work) or being a colonist/native (originally from the world, or having immigrated so long ago it makes no difference). I also changed some things because the default races are different (humans are common, but not even a little default), and yeah. The important thing here is that the natives/colonists all have an option to take a feat at first level, and I know you're surprised that pretty much all of the PCs are doing that. Go figure!
The main thing this does is make it so that I feel better about starting at first level, rather than going with my 3e inclination and starting everyone at 3rd.
When I last ran this setting for 4e, I had a pantheon of gods that granted a background feat to their worshipers. Feats being tiny and fiddly, this was a lot of good fun to come up with. I wanted to do something similar for 5e, and funnily, it actually fits better. Because there are so many gods available in the world, the most common form of worship is called Giedame, where the worshiper selects six gods of their choice and focuses their piety upon them. Technically, a PC could choose gods not listed below (historically, Dragonlance gods are popular in the world :P), and I'd try to come up with something for that, but I've only actually written things for the gods I made up myself. So... below the cut I have:
- 1 new feat
- a bunch of boons (about 1/3rd of a feat to mix & match)
- 3 new spells (2 1st level spells (one of which is a ritual), 1 cantrip)
And a bunch of gods for spicy flavor. Enjoy!
- Dedicate Arcanist - add your proficiency bonus to arcana checks, even if you are already proficient. This does not stack with expertise. You have disadvantage on Religion checks unless they concern a member of the Quartet.
- Spellsong - You may cast Spellsong once per long rest without using a spell slot:
1st level enchantment
Casting time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Effect: You create a 30' sphere of shimmering energy. Enemies who begin a turn, end a turn, or pass through this sphere while moving have disadvantage on their next saving through versus a spell.
components: V,S,M (a lump of black earth)
you create an illusion of shadowy whispers, smothering your opponent's senses. Your opponent must pass a wisdom saving throw or be blinded until your next turn, and take 1d6 psychic damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th Level (4d6).
The Glittering Way
1st level divination (ritual)
components: V,M (see below)
While underground, you place an object made of precious material (a gold coin, a gemstone, etc) in the center of a ritual circle and call upon Togarini, the Serpent of the Stones and Earth, to guide you. As the object is consumed, you receive knowledge of the general distance and location of the nearest item composed of the same material located within the earth (ie, not in a creature's pockets, packs.) This spell will detect items in chests, unless those items are magically concealed.
NotesI want to add something else for Gerulu, but not sure what yet, though more damage is the obvious answer. Hold Hard the Tempest is pretty useless in a game, like mine, which is mostly underground, but if someone takes it I have ideas for how it might come up in a non-stupid and obvious way (hint: if there's a thunderstorm and you're 15 levels below the earth, it is probably magic). But, well, the thing it's replacing was impossible to translate-- originally, it extended zones for an extra turn (remember zones? I miss zones). Also, some of these are a little odd, because they're 4e conversions, and I tried to stay pretty close to the previous spirit. I may post those at some point, though poor Togarini didn't have any originally. So heh, maybe I'll wind up backfilling in reverse (filling?) for that.
Also, you'll note some references to Flanking; this is because I am using the DMG optional rules for Flanking in this game, because I actually love position management in combat, and I want to experiment with encouraging it more. This is, of course, assuming anyone actually takes this feat even once (let alone the twice required to get you to the Hidden One), and so I find out how any of this plays.
Finally, yes, I know that Insinuating Whisper is possibly too good for a cantrip. I figure the main reason it's okay is that it's a cantrip that you actually can't get til 4th level, because of the way it's locked. I generally hate that kind of content locking, but this whole thing is so optional it's ridiculous, so doing something that plays to the Optimal Build Through Fiddly Choices game is something I'm fairly comfortable with for these purposes.