< atton revisited > The information page for Atton has been fully revised and updated with the new map!
< updated calendar > The Fortuna calendar has been updated in the "Other" lore section! This includes a document which displays the calendar for you to see, making it much easier to understand.
< moving map > The first functional map has been released in the News section! This map is also interactive, allowing you to drag and drop between points in order to determine distances. This is the first iteration, and there's more and better to come!
< first annual awards > The results for the First Annual Fortuna Year-End Awards have been posted! Go and take a look at who the finalists were, and who took home the big prizes!
< new default skin > Our new skin has passed the beta test, and is now the new Default for the forums! If you have any issues with this skin, send a PM or Discord to Mellie.
< human lore update > Humans have been updated with TWENTY-FIVE subraces/subcultures which add numerous options, and a little extra lore and flavour.
< magic lore update > Magical Lore has been enhanced with the addition of a post on Magical Education. From Beginner to Expert, this is how you learn the spells.
< a change to member groups > Member groups are now based on storyline! You can change your displayed storyline by editing the settings in your profile.
Welcome to the world of Fortuna, a land of fantastic proportions. This is an original fantasy roleplay that takes place in a world developed over nearly a decade of work and collaboration. We aim to encourage all participants to have a hand in the stories of the characters here, and the world around them. Your choices are key - so make them with pride. You decide who wins the wars, you decide who becomes King, the world is ours, and together we will bring it to life!
What if Fortuna was a D&D campaign, instead of a forum RPG? What would our characters be like? [break][break] Inspired by a discussion in the c-box, I decided to code a post template we could use to make D&D character sheets for Fortuna characters! If you'd like to make one, you can grab the code from HERE and simply copy-paste that code into a reply (filled out with your character's details, of course! [break][break] If you need any help with the sheet, or if you don't know much about D&D but want to try this anyways, feel free to ask for help.
[nospaces][break][break]
[attr="class","dndtitleform"]
[attr="class","dndtitle1"]Fortuna & Flagons
[attr="class","dndtitle2"]5e Character Sheet
[PTabbedContent] [PTab=]
[attr="class","dnd"]
[attr="class","dndtop"]
[attr="class","dnd-name1"]Character Name Here [attr="class","dnd-name"]Character Name
[attr="class","dnd-b1-fill"]Class Here [attr="class","dnd-b1"]Character Class
[attr="class","dnd-b2-fill"]Name Here [attr="class","dnd-b2"]Player Name
[attr="class","dnd-b3-fill"]Race Here [attr="class","dnd-b3"]Race
[attr="class","dnd-b4-fill"]Align Here [attr="class","dnd-b4"]Alignment
[attr="class","dndinfo-name"]Spell Name. [attr="class","dndinfo-desc"]Spell description. [attr="class","comtype"]Casting Time [attr="class","comtype"]Range [attr="class","comtype"]V S M [attr="class","comtype"]Duration [break][break]
Post by Tehodis Kitai on Jan 6, 2017 15:29:37 GMT -7
I've used Tehodis for D&D before, and played her as a Circle of Mind Witch, basically a Witch who casts magic through study of magic, and spirits as opposed to using her innate talents. Figured the port would mostly fit her here... Sans the very spiritual aspect of the Witch class.
[nospaces][break][break]
[attr="class","dndtitleform"]
[attr="class","dndtitle1"]Fortuna & Flagons
[attr="class","dndtitle2"]5e Character Sheet
[PTabbedContent] [PTab=]
[attr="class","dnd"]
[attr="class","dndtop"]
[attr="class","dnd-name1"]Tehodis Kitai [attr="class","dnd-name"]Character Name
[attr="class","dnd-b1-fill"]Witch 3 [attr="class","dnd-b1"]Character Class
[attr="class","dnd-b2-fill"]Mellie [attr="class","dnd-b2"]Player Name
[attr="class","dnd-b3-fill"]White Kina [attr="class","dnd-b3"]Race
[attr="class","dnd-b4-fill"]Lawful Good [attr="class","dnd-b4"]Alignment
[attr="class","dndinfo-name"]Quickening. [attr="class","dndinfo-desc"]You experience the witch’s quickening where your powers begin to blossom. You have become spiritually attuned to the presence of beings who have long passed, and may use your magic to interact with them. You can detect the presence of spirits within a 100 foot radius of you. You may spend spell slots in order to increase this radius, adding 100 feet per spell slot level spent. This awareness lasts 1 minute per half your Witch level rounded up. In addition, you may add your proficiency bonus to Investigation, Persuasion, and attack rolls made against spirits. [break][break]
[attr="class","dndinfo-name"]Brewing. [attr="class","dndinfo-desc"]You have discovered the magics of brewing and alchemy, which allows you to create potions, salves, incense and elixirs. During a long rest, you may concentrate your efforts on creating one product. Your skills give you access to the following brews, though you may create unique items by asking your DM.[break]
Bubbling Acid. Can be thrown on an enemy as a ranged attack with a range of 5ft x your Strength bonus. If the attack hits, the enemy takes 1d6 acid damage.
Elixir of Protection. When ingested, offers the drinker a +1 to AC for one round.
Lesser Healing Salve. When applied to a target, heals hit points of 1d6 + your Wisdom bonus.
Lesser Restorative. When applied to a target, this potion restores a spell slot for a failed spell, as if it were never cast. Must be applied within one round of the use of the spell.
Lesser Ritual Incense. When burned, offers any subject within 5ft the ability to gain advantage on Concentration checks.
Spell Brew. You may brew a potion, salve, or incense using one of your cantrips. You must meet all the casting requirements for the spell.
[break][break]
[attr="class","dndinfo-name"]Binding Rites. [attr="class","dndinfo-desc"]You have developed the ability to bind spirits to your service through a ritual that takes one hour, or a short rest, to perform. Bonded spirits require a constant source of magical energy, and thus utilize one of your spell slots until they are released. The different varieties of spiritual bonds can be found within each Binding Circle archetype description.[break]
Spirit of Empathy. Spirits of empathy force your enemies to share your pain. For as long as a spirit of empathy is bound to you, whenever you are dealt damage, the source of that damage takes Necrotic damage equal to half your witch level rounded down. [break] You may release this spirit as an action. If you do, a single target within 10 ft. makes a Wisdom saving throw against a DC of 8 + your proficiency + your Charisma modifier. On a failed save, it takes damage equal to all damage you sustained since your last turn, on a successful save it takes half that damage.
Spirit of Knowledge. Whilst the spirit of knowledge is bound, all creatures in physical contact with you including yourself gain a bonus equal to your Intelligence modifier to any skill they are proficient in.[break] You may release the spirit of knowledge as an action. If you do, all creatures within 10 feet of you gain advantage on their next skill or tool check.
Spirit of Will. As long as the spirit of will is bound, all allied creatures within 30 feet of you are immune to the Charmed condition.[break] You may release the spirit of will as an action. If you do, all enemy creatures within 10 ft. of you must perform a Wisdom saving throw against charm, with a DC equal to your spell save DC.
[break][break]
[attr="class","dndinfo-name"]Circle Spells. [attr="class","dndinfo-desc"]The following Circle of Mind spells are added to your Witch spell list: Detect Thoughts, See Invisibility. These spells are always prepared, and do not count against your maximum number of prepared spells. [break][break]
[attr="class","dndinfo-name"]Wise Witch. [attr="class","dndinfo-desc"]At each level where you would gain a new Circle Feature, you may instead choose to take an equal or lower level feature from another Circle. You may change your selected features at level 13 and level 19. This includes changing which spirits you have access to. You do not get both the alternate features and the circle of the mind features, you must choose one or the other. [break][break]
[attr="class","dndinfo-title"]Racial Features
[attr="class","dndinfo-name"]Magical Ancestry. [attr="class","dndinfo-desc"]Due to your lack of humanoid functions, you do not need to eat or sleep. However, to maintain your energy you need to be the subject of magical spells. The longer you go without being touched by magic, the weaker you become. Many kina grow ill, and can even die from a lack of magical energy.[break]
[break][break]
[attr="class","dndinfo-name"]Magical Blood. [attr="class","dndinfo-desc"]Your blood is filled with one school of magic: Divination. At first level, you can cast one cantrip from that school of your choice at will. At third level, you may select one first-level spell from that school to cast once per day. At fifth level, you may select one second-level spell from that school to cast once per day. Wisdom is your spellcasting modifier for these spells. You have resistance to the effects of any spells of your chosen school. [break][break]
[attr="class","dndinfo-name"]Light as a Feather. [attr="class","dndinfo-desc"]Due to your small weight, you ignore the first 20 feet of falling damage. [break][break]
[attr="class","dndinfo-title"]Background Features
[attr="class","dndinfo-name"]Unknown Skills. [attr="class","dndinfo-desc"]Whenever you attempt a skill, use a tool or try to comprehend a language you are not already proficient with, roll a d20. On a natural 20, you have recalled one of your pre-trauma talents and gain that proficiency; otherwise you must finish a long rest before you can make this check for the same proficiency again. Once you have recalled four proficiencies you no longer make this check. [break][break]
[attr="class","dndinfo-name"]Gradual Recall. [attr="class","dndinfo-desc"]Each time you meet a new NPC or visit a new location, once per character level, you can decide that they feel familiar. This place or person is somehow related to your life leading up to the trauma that caused your amnesia. This will not divulge much information, but will provide some further clue. You should work with your DM to fit this new element into your background, aiming to give full disclosure by the middle of the third tier.[break]Level 1–4: The NPC incidentally recognizes you but doesn't know you. They remember you performing some act, such as speaking to a mysterious figure (and overhearing a few words), buying an item from a store, or being involved in a fight. Locations might be places you visited but once, or passed through on your way to somewhere else. [break][break]
[attr="class","dnd-b4-fill"]13 [attr="class","dnd-b4"]Armor Class
[attr="class","dndinfo"]
[attr="class","dndinfo-title"]Attacks
[attr="class","dndinfo-name"]Spirit of Empathy. [attr="class","dndinfo-desc"]You may release this spirit as an action. If you do, a single target within 10 ft. makes a Wisdom saving throw against a DC of 8 + your proficiency + your Charisma modifier. On a failed save, it takes damage equal to all damage you sustained since your last turn, on a successful save it takes half that damage. [attr="class","comtype"]1 Action [break][break]
[attr="class","dndinfo-name"]Spirit of Knowledge. [attr="class","dndinfo-desc"]You may release the spirit of knowledge as an action. If you do, all creatures within 10 feet of you gain advantage on their next skill or tool check.[break] [attr="class","comtype"]1 Action [break][break]
[attr="class","dndinfo-name"]Spirit of Will. [attr="class","dndinfo-desc"]You may release the spirit of will as an action. If you do, all enemy creatures within 10 ft. of you must perform a Wisdom saving throw against charm, with a DC equal to your spell save DC. [attr="class","comtype"]1 Action [break][break]
[attr="class","dndinfo-name"]Friends. [attr="class","dndinfo-desc"]For the duration you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile towards you. [attr="class","comtype"]Cantrip [attr="class","comtype"]1 action [attr="class","comtype"]Self [attr="class","comtype"]S M [attr="class","comtype"]1 min (Con) [break][break]
[attr="class","dndinfo-name"]Identify. [attr="class","dndinfo-desc"]You choose one object that you must touch throughout the casting of the spell. If it is a magic item or magic-imbued object, you learn its properties, how to use them, how many charges it has, and if it requires attunement. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn what created it. You may also touch a creature to learn what spells (if any) are affecting it. [attr="class","comtype"]1st Level [attr="class","comtype"]1 minute [attr="class","comtype"]Touch [break] [attr="class","comtype"]V S M [attr="class","comtype"]Instant [break][break]
[attr="class","dndinfo-name"]Detect Thoughts. [attr="class","dndinfo-desc"](Circle Spell) For the duration, you can read the thoughts of certain creatures. [attr="class","comtype"]Level 2 [attr="class","comtype"]1 action [attr="class","comtype"]Self [attr="class","comtype"]V S M [attr="class","comtype"]1 min (Con) [break][break]
[attr="class","dndinfo-name"]See Invisibility. [attr="class","dndinfo-desc"](Circle Spell) For the duration you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. [attr="class","comtype"]Level 2 [attr="class","comtype"]1 action [attr="class","comtype"]Self [attr="class","comtype"]V S M [attr="class","comtype"]1 hr [break][break]
The skin OTHERWORLD was made by JAWN of WICKED WONDERLAND.
FORTUNA-RPG was created by MELLIE. Images belong to their respective artists. All codes and scripts belong to their respective coders. Please DO NOT take anything without the owners' permission.