The Vizier gains proficiency in History, Religion, one type of artisan’s tools, and one musical instrument. (Protip: if you’re DMing an Amonkhet campaign, be prepared for a ton of Hunger Games jokes.) Much as large portions of Hunger Games and Catching Fire take place in the training facilities, Initiates probably spend all of their time between adventures in the dormitories or whatever that are set aside for Initiates. The Initiate’s feature is interesting in that it establishes a lot of your default surroundings. Five of their six Ideals are the virtues of the setting’s five gods, so that’s on-message the sixth is about expiating the sin of doubt. Their starting equipment is fairly normal, though one doesn’t have to stretch too far to spark a lot of adventure off of “a simple puzzle box” that, one day, isn’t empty. Initiates receive proficiency in Athletics, Intimidation, one gaming set, and land vehicles (presumably so they can drive chariots in the greatest sword-and-sandal style). I assume that a lot of Dissenter PCs started as an Initiate or Vizier, only dissenting once they learned the awful truth. The Initiate and the Vizier backgrounds both offer a full slate of personality features, while the Dissenter does not – but it takes next to nothing to derive them, with negations of many of the Initiate or Vizier features. ![]() Even one Dissenter PC in a group mostly made up of Initiates and Viziers is going to create a hugely different experience. Completing the Trials of the Five Gods (which inevitably end in your demise) is one of the suggested campaign frames, especially for shorter campaigns. More so than most D&D games, the Backgrounds of party members shape the story and conflicts of the game. You can even start as one of the first two and become a Dissenter in the course of play. You might be an Initiate, working toward being a glorious human sacrifice to the God-Pharaoh a Vizier, one of the priesthood and the facilitators for Initiates on that path or a Dissenter, a rebel against that social structure. ![]() Anyway, the document is crammed with usable content, so let’s dive in.įirst up, we have three new Backgrounds, relating to the results of your character’s Ceremony of Measurement. Nicol Bolas’s secret control of the whole plane is advertised throughout the document, and players would have a hard time missing it. Amonkhet is also built upon a dark secret – well, secret from the characters at least. Amonkhet is an Egyptian-inspired dark fantasy setting, which James describes in the Introduction as “outside the core D&D experience,” but I’m not completely sure why – other than being a pastiche of a place that isn’t Europe or Asia, even the elevator pitch is dense with D&D-friendly adventure hooks. This list has been updated to better reflect the wide variety of movement options available to a D&D party.James Wyatt recently released the fourth conversion of a Magic: the Gathering setting to D&D 5e. Updated by Declan Lowthian: There are a ton of different ways to define mobility in Dungeons & Dragons, from the moment-to-moment mobility offered by spells that increase a character's speed to the more general mobility offered by overland travel and teleportation. These can be useful in getting the party through a dangerous environment, helping them reach places they ordinarily wouldn't be able to, or simply navigate the battlefield in tactically sound ways. Rather than dealing damage, these spells allow a player to alter their means of movement, often allowing them to more easily traverse a battlefield or even the wider world of a campaign. One type of D&D spell that is extraordinarily helpful for a player to have in a campaign is a mobility spell. ![]() Whether a player is looking for magic that can deal massive amounts of damage to their foes or a spell that provides non-combat utility, there is sure to be something perfect for the situation at hand across one of D&D's many spell lists. Spells in Dungeons & Dragons come in a wide variety of forms.
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