Alternate Campaign Settings for 5e

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Azuth's Guide to the Many Worlds

Table of Contents

Page Chapter
4 Atlantis
6 Godric's Hollow
9 Kemet
10 Sithiche

Contributors:

Head Author: Roger Vijaya

Head Illustrator: Evelyn de Morgan

Assistant Authors: Marie-Claude Marshall, Norwood Tanner

Assistant Illustrator: Joseph Wright

Atlantis

Overview

The world of Atlantis (at-LAN-tis) is unique among the realms due to its being the only realm composed only of water– at least on the surface. Below the ocean lies the realm's namesake metropolis of Atlantis.

This land is inhabited mainly by Tritons and Water Genasi, the children of Tritons and the Marid princes of Atlantis. Atlantis is ruled by the god-king Neptune. Some humans live in Atlantis, aided by a special item known as the Breath of Neptune. This artifact grants the permanent ability to breathe underwater to anyone who touches it.

Atlantis is mainly inspired by Greek and Roman mythology. Characters in this setting must choose a race with the ability to breathe underwater, or this setting will prove unplayable. Pyromancers, Draconic Bloodline (Red) Sorcerers, Draconic Bloodline (Gold) Socerers, Red and Gold Dragonborn, and Fire Genasi, without the Elemental Adept (Fire) feat will struggle, seeing as any creature that is underwater has resistance to fire damage.

Factions

Brotherhood of the Ocean Lord

This faction, composed of the most devout worshipers and priests of Neptune, hold sway over the government of Atlantis. Clerics of Neptune who are members of the Brotherhood of the Ocean Lord gain access to the Ocean Domain, described below:

Ocean Domain

Master of the Waves: You know the Shape Water cantrip, which does not count against the number of cantrips you know.

Sanctuary of the Roiling Sea: You gain resistance to cold, thunder, and lightning damage.

Channel Divinity: Whirlpool: When you reach 2nd level, you can use your Channel Divinity to cause a whirlpool to form in the water. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the effect ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. This effect lasts for one minute.

Companion of the Sea: When you reach 6th level, you may summon a Steam Mephit or an Ice Mephit, as if by the Conjure Minor Elementals spell. The summoned creature disappears after 1 minute, and you can't use this feature again until you finish a long rest.

Lord of the Primal Ocean: When you reach 8th level, you may summon a Water Elemental or a Water Weird, as if by the Conjure Elementals spell. The summoned creature disappears after 1 minute, and you can't use this feature again until you finish a long rest.

Supreme Sanctuary: When you reach 17th level, you gain immunity to cold, thunder, and lightning damage.

Pirates of the Great Sea

Pirates roam the seas of Atlantis, raiding its namesake city as well as its smaller villages. These pirates use the stat blocks of a Bandit for pirates and a Bandit Captain for pirate captains, with the following variations:

  • They have a swim speed of 30 feet
  • They have proficiency with vehicles (water)

The Circle of the Sea

The Circle of the Sea is a group of druids dedicated to maintaining the purity and preventing the encroachment of civilization upon the pristine oceans of Atlantis. Characters who wish to join the Circle of the Sea may use its corresponding subclass, below:

Circle of the Sea

Master of the Waves: You know the Shape Water cantrip, which does not count against the number of cantrips you know.

Oceanic Transformation: Starting at 2nd level, you may ignore the swim speed limitation on the Beast Shapes table when transforming into a beast that has a swim speed.

Sanctuary of the Roiling Sea: You gain resistance to cold, thunder, and lightning damage.

Companion of the Sea: When you reach 6th level, you may summon a Steam Mephit or an Ice Mephit, as if by the Conjure Minor Elementals spell. The summoned creature disappears after 1 minute, and you can't use this feature again until you finish a long rest.

Lord of the Primal Ocean: When you reach 8th level, you may summon a Water Elemental or a Water Weird, as if by the Conjure Elementals spell. The summoned creature disappears after 1 minute, and you can't use this feature again until you finish a long rest.

Supreme Sanctuary: When you reach 17th level, you gain immunity to cold, thunder, and lightning damage.

Pirates of the Deep: An Adventure for the Atlantis Campaign Setting

This mini-adventure is meant for 2-5 characters of 1st level. To begin this adventure, read the following to the characters:

As you are sitting in the Crazy Kraken tavern with your party, you notice a wanted poster on the wall. It depicts the scowling face of a pirate, with the caption "Captain Brownbeard: Wanted for Piracy. 500gp reward."

The characters may contact the Brotherhood of the Ocean Lord for more information. If they do, they are told Captain Brownbeard's general location, and are given a small boat with which to search for him. After sailing for 1d4 days, during which you roll on the Atlantean Ocean Encounters table once per day, read the following to the players:

You see a large ship flying the skull and crossbones. Aboard it, you see the man from the wanted poster.

If the characters board the ship, Brownbeard's pirates, 1d4 CE male triton Pirates (see "Pirates of the Great Sea") attack, while Brownbeard, a LE male triton Pirate Captain, flees to his cabin. If the pirates are reduced to half their hit points, they flee, and Captain Brownbeard fights with the players. If he is reduced to half his hit points, he offers them 500gp if they leave. The players can bargain with him to increase the bribe to up to 750gp. If they refuse the bribes, he tries to flee. If he is reduced to 10 hit points, he surrenders and shows the players his stash. Brownbeard has a chest with 1000gp, a Scimitar, +1, and 1d4 magic items (roll on the table below).

d20 Item
1-5 Potion of Healing
6-10 Potion of Poison
11-15 Bag of Holding
16-19 Eyes of Charming
20 Trident of Fish Command

If the players bring Brownbeard to the Brotherhood of the Ocean Lord, they receive 500gp, and Brownbeard is executed.

Encounters

Atlantean City Encounters

d4 Encounter
1 A merchant (LN male triton Commoner) yells out "Potions! Potions! Potions for Adenturers!" He has 1d6+3 Potions of Healing and 1d4+2 Potions of Climbing for sale for 50gp each.
2 A wealthy noblewoman (LN female triton Noble) yells "Stop, Thief!" as a theif (CN male triton Scout) dashes of with her diamond necklace, worth 500gp. If the characters return it, she gives them 50gp as a reward.
3 Cries of amazement respond to a Kraken swimming over the city.
4 The characters notice a jewel on the street. It is an Elemental Gem (Emerald).

Atlantean Ocean Encounters

d4 Encounter
1 The characters notice that the water has become difficult to swim through. They are inside of a Water Elemental.
2 A pirate ship with 1d4 Pirates and a Pirate Captain passes. This is the ship of the pirate Brownbeard, who is wanted by the Brotherhood of the Ocean Lord.
3 A Kraken swims by, taking no notice of the players.
4 The characters notice that the water has become brackish. Following the trail of fresh water leads them into a cave, where a Decanter of Endless Water sits.

Godric's Hollow

Overview

Magic functions differently in the world of Godric's Hollow (GOHD-riks HOH-lowh). The world is divided into those incapable of using magic, the muggles, and those capable of using magic, the wizards. Wizards in Godric's Hollow are different from those in other worlds; they can cast spells at will instead of using spell slots, and they are born with their magic, much like a sorcerer, rather than a usual wizard, who learns how to use magic.

Godric's Hollow is inhabited by humans, dwarves, elves, centaurs, merfolk (tritons), leprechauns (gnomes), half-giants (goliaths), and veela (tieflings). Only some of the typical classes are available: the barbarian, the fighter, the monk, and the rogue. In addition, a new setting-specific class is available: the Godric's Hollow Wizard.

Godric's Hollow is mainly inspired by the works of J. K. Rowling, specifically her Harry Potter books and Fantastic Beasts and Where to Find Them films. Most players will play as Godric's Hollow Wizards, since the other classes are intended for muggle NPCs. However, a muggle in a wizard party could lead to interesing roleplaying, since Godric's Hollow muggles know nothing of the wizarding world and revealing the wizarding world to a muggle is considered a crime.

Factions

Ministry of Magic

The Ministry of Magic is the government of the wizarding world. They are committed to preserving law and order, but are often corrupted by the other factions.

Pureblood Supremacists

The Pureblood Supremacists are a group of evil witches and wizards. Their hatred of muggles and muggle-born witches and wizards leads them to commit terrible crimes. This faction is for NPCs only.

Warriors of the Phoenix

These witches and wizards fight for good, and are the sworn enemies of the Pureblood Supremacists. Many heroes of the wizarding world were members of this faction.

Class: The Godric's Hollow Wizard

The Godric's Hollow Wizard
Level Proficiency Bonus Features Spell Level
1st +2 Mys Cantrip
2nd +2 Wizard Specialty Cantrip
3rd +2 1
4th +2 Ability Score Improvement 1
5th +3 1
6th +3 Telepathy or Telekinesis 1
7th +3 1
8th +3 Ability Score Improvement 1
9th +4 2
10th +4 Telepathy or Telekinesis 2
11th +4 2
12th +4 Ability Score Improvement 2
13th +5 2
14th +5 Order Feature 2
15th +5 2
16th +5 Ability Score Improvement 2
17th +6 3
18th +6 Order Feature 3
19th +6 Ability Score Improvement 3
20th +6 4

Class Features

As a Godric's Hollow Wizard, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Godric's Hollow Wizard level
  • Hit Points at 1st Level: 6 + CON
  • Hit Points at Higher Levels: 1d6 or 4 + CON per level above 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons
  • Tools: Choose Alchemist's Kit or Herbalism Kit

  • Saving Throws: Choose two from INT, WIS, and CHA
  • Skills: Choose two from Arcana, History, Insight, Investigation, and Medicine

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a component pouch or (b) an arcane focus

Spellcasting

As a Godric's Hollow Wizard, you can cast spells. You know a number of spells from the Godric's Hollow Wizard spell list equal to your proficiency bonus plus a modifier of your choice. You use a modifier of your choice of INT, WIS, or CHA, since different wizards use different abilities to cast spells.

All spells that you know are prepared. When you gain a level, you may replace an number of spells up to half your proficiency bonus, rounded down. When you gain higher level spells, you may keep your lower level spells and cast them at the highest possible level, much like a warlock.

Spell Save DC = 8 + your proficiency bonus +

your choice of a modifier

Spell attack modifier = your proficiency bonus +

your choice of a modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Wizard Specialty

When you reach 2nd level, you choose a style of wizardry to specialize in. You may choose the Auror, Charms, or Potioneering specialty, which each grant a feature at 2nd level and again at 14th level.

Nonverbal Magic

When you reach 6th level in this class, you no longer have to provide verbal components for your spells.

Wandless Magic

When you reach 10th level in this class, you no longer need to provide somatic or material components for your spells.

Specialties

Auror Specialty

Durable: When you choose this specialty at 2nd level, your hit point maximum increases by 1 for every level you have in this class, and it increases again by 1 whenever you gain a level in this class. In addition, you gain proficiency with light armor and shields.

War Magic: You know the following spells, which do not count against the number of spells you know:

Spell Level Spell
Cantrip Firebolt
1 Burning Hands
2 Scorching Ray
3 Fireball
4 Fire Shield

Superior Defense: When you reach 14th level in this class, you gain a +2 bonus to your armor class and proficiency in medium armor.

Charms Specialty

Silver Tongued: You gain proficiency in Deception, Intimidation, and Persuasion.

Spell Master: You know a number of extra spells equal to half your proficiency bonus, rounded down.

High Magic: When you reach 14th level in this class, you gain one 5th level spell slot, and you learn 2 5th level spells, which do not count against the number of spells you know.

Potions Specialty

Potion Maker: You learn how to make potions; you can use a long rest to make one dose of a potion. The maximum rarity of potions you can make at each level is shown on the table below:

Level Rarity
2 Common
5 Uncommon
9 Rare
13 Very Rare
17 Legendary

Speedy Brew: When you reach 14th level, you can make a common or uncommon potion during a short rest.

Godric's Hollow Wizard Spells

Cantrip
  • Eldritch Blast
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
1st Level
  • Charm Person
  • Detect Magic
  • Disguise Self
  • Fog Cloud
  • Inflict Wounds
  • Mage Armor
  • Magic Missile
  • Silent Image
  • Sleep
  • Unseen Servant
2nd Level
  • Alter Self
  • Arcane Lock
  • Blur
  • Darkness
  • Darkvision
  • Enlarge/Reduce
  • Hold Person
  • Levitate
  • Misty Step
  • Rope Trick
  • Suggestion
3rd Level
  • Counterspell
  • Fear
  • Fly
  • Haste
  • Lightning Bolt
  • Major Image
  • Nondetection
  • Slow
  • Tiny Hut
  • Tongues
  • Water Breathing
4th Level
  • Arcane Eye
  • Confusion
  • Locate Creature
  • Polymorph
  • Secret Chest

Joseph Wright of Derby The Alchemist

A famous Godric's Hollow wizard and headmaster examines a potion, while students at his school of magic study

Kemet

Overview

The world of Kemet (KEH-miht) is bright, hot, and vibrant. Most of this land is a desert, but the mighty Jatraw River gives water to a narrow slice of the land. The Jatraw has its source in the southern mountains of Kemet, and winds through the desert before splitting into two rivers (the Abbatu and the Ahitanti) to empty into the sea in the north. The largest city in Kemet is Azimha, famous for its massive pyramids and colorful bazaars, while the second largest city, Al-Beluti, is famed for its high-quality cedar.

Kemet is inhabited mainly by humans but also by aaracockra and lizardfolk. Its rulers are aasimar due to their descent from the gods of Kemet. The factions of Kemet largely coexist peacefully, except for the Warriors of Bilgamesh, a militia group of revolutionaries.

Kemet is based mainly on ancient Egyptian and Mesopotamian mythology. All of the normal classes function in this setting. In addition, a setting-specific prestige class, the Scribe, is described below.

Factions

Devoted of Amin

The Devoted of Amin is a society of clerics and paladins devoted to the most powerful god of Kemet, Amin. Amin also manifests as a separate god, Re, who's worship is not connected to that of Amin.

Farmers of Amarutu

This faction was created to represent the farmers of Kemet, but its leadership is dominated by wealthy landowners who rent out land to farmers. Its patron god is Amarutu, the god of agriculture.

Guild of Paitah

The Guild of Paitah is a group of artisans and artificers under the protection of the god Paitah, the god of craftsmanship and architecture.

Scribes of Thoth

The Scribes of Thoth are a group of scribes sponsored by Thoth, the god of knowledge. Members of this faction gain access to the Scribe prestige class.

Warriors of Bilgamesh

The Warriors of Bilgamesh are a revolutionary militia group. They have no clear ideology other than wanting to annihilate the other factions. They are generally of the Chaotic Neutral alignment. Their patron is the demigod Bilgamesh.

Prestige Class: The Scribe

Prerequisite: Scribes of Thoth Faction, Spellcasting or Pact Magic, Level 3
The Scribe Table
Level Proficiency Bonus Features Scroll Slots
1st +2 Write Scrolls 2
2nd +2 Scroll Expert 3
3rd +2 Scroll Secrets 4

Class Features

As a Scribe, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Scribe level
  • Hit Points at 1st Level: 8 + CON
  • Hit Points at Higher Levels: 1d8 (or 5) + CON per level after 1st

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: Calligrapher's Supplies

  • Saving Throws: None
  • Skills: Choose one from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

None

Write Scrolls

As an action, you may expend a scroll slot to scribe a Spell Scroll of a spell that you know. You regain all expended scroll slots after a long rest.

Scroll Expert

When you reach 2nd level, you can use a long rest to scribe a Spell Scroll of a spell that you know without expending a scroll slot.

Scroll Secrets

When you reach 3rd level, as an action, you may expend 2 scroll slots scribe a Spell Scroll of a spell that you don't know of 2nd level or lower.

Sithiche

Overview

Sithiche (SAI-theesh) is a world dominated by an ocean; a gray, rough, and inhospitable ocean, to be exact. Most of the population of Sithiche lives on the Eileanan archipelago, a land of small villages and towering mountains. The capital of Sithiche, Bhaile-Mor, would be no different from the other villages of Sithiche, were it not for the imposing stone castle belonging to Sithiche's king in the middle of the town.

Sithiche's villages are inhabited solely by humans, due to laws prohibiting members of other races from entering the towns. Outside of the towns, witches, who are usually hexbloods, terrorize travelers, while selkies, humans who can change into seals, establish small colonies along the coasts.

Sithiche is based mainly on Irish and Scottish folklore. All normal classes function in this setting, although arcane magic users are prosecuted, because they are believed to be witches. Witches are, however, an entirely different class, detailed later. The Witch is not a setting-specific class and can be applied to any setting.

Factions

Brotherhood of Our Lord

The Brotherhood of Our Lord is a society of monotheistic clerics of Helm, who they simply refer to as "god". They seek to convert the "heathens", worshipers of other gods, to the worship of Helm.

Druids

The Druids (no relation to the class) are worshipers of gods other than Helm. They are prosecuted as "heathens" by the government of Sithiche, and are the targets of conversion campaigns by the Brotherhood of Our Lord.

Knights of the Round Table

The Knights of the Round Table are paladins (Oath of the Crown) who serve the king of Sithiche.

Class: The Witch

The Godric's Hollow Wizard
Level Proficiency Bonus Features Slot Level
1st +2 Witch's Coven, Witch's Brew
2nd +2 Pact Magic 1
3rd +2 1
4th +2 Ability Score Improvement 1
5th +3 2
6th +3 Witch's Curse 2
7th +3 2
8th +3 Ability Score Improvement 2
9th +4 3
10th +4 Coven Feature 3
11th +4 3
12th +4 Ability Score Improvement 3
13th +5 4
14th +5 Coven Feature 4
15th +5 4
16th +5 Ability Score Improvement 4
17th +6 5
18th +6 Magic Circle 5
19th +6 Ability Score Improvement 5
20th +6 5

Class Features

As a Witch, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Witch level
  • Hit Points at 1st Level: 8 + CON
  • Hit Points at Higher Levels: 1d8 or 5 + CON

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: Alchemist's Supplies, Herbalism Kit, or Poisoner's Kit

  • Saving Throws: CON, INT
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment in addition to the equipment granted by your background:

  • (a) a set of artisan's tools or (b) a simple weapon
  • a set of leather armor, an explorer's pack, and an arcane focus

Witch's Coven

Witches do not work alone. In order to play as a witch, at least one party member or prominent NPC must also play as a witch in order for you to, and the two or more of you form a coven. Unlike other subclasses, covens are customized. At 1st level, and again at 10th and 14th level, you and the other coven members choose one of the following features for their coven:

  • All coven members gain a flying speed equal to five times their proficiency bonus.
  • All coven members may expend their pact magic slot to together cast any spell of a level equal to half your witch level, rounded up, using the highest spellcasting modifier out of the coven members.
  • All coven members gain darkvision out to 60 feet.
  • All coven members gain an additional pact magic slot. You may take this feature more than once.
  • All coven members learn 3 cantrips of their choice from any spell list. You may take this feature more than once.
  • All coven members may cast Hex at will.
  • All coven members may cast Disguise Self at will.
  • All coven members may cast False Life at will.
  • All coven members learn Find Familiar and can cast it as a ritual.

Witch's Brew

You know how to make potions; you can use a long rest to make one dose of a potion. The maximum rarity of potions you can make at each level is shown on the table below:

Level Rarity
1 Common
5 Uncommon
9 Rare
13 Very Rare
17 Legendary

When you reach 14th level, you can make a common or uncommon potion during a short rest.

Pact Magic

At 2nd level, you make a pact with an otherworldly entity. This gives you access to a pact magic slot and the warlock spell list.

Spell Slots

The Witch table shows how many spell slots you have to cast your witch spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your witch spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have one 2nd-level spell slot. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher You know a number of spells equal to your proficiency bonus plus your INT modifier from the warlock spell list.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spell Save DC = 8 + your proficiency bonus +

your INT modifier

Spell attack modifier = your proficiency bonus +

your INT modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Magic Circle

When you reach 18th level, you learn how to create a magic circle, an area of mystical power. The ritual for creating a magic circle requires 1 hour of work and 500gp worth of rare herbs. The area you choose, no larger than a 100ft sphere, then gains the following benefits:

  • It gains the effects of the Hallow spell
  • Any creature that enters the sphere without the permission of its creator must succeed on a CHA saving throw against your spell save DC or take 8d8 psychic damage.
  • You can cast spells that you know of 2nd level or lower without expending pact magic slots while you are in the area

The circle remains until you dispell it. Once you use this feature, you can't use it again until you finish a long rest.

Azuth's Guide to the Many Worlds

Was made possible by:

DMs Guild, GMBinder, Evelyn de Morgan, Joseph Wright, and Wizards of the Coast. Also a big thanks to the playtesters on DnDBeyond, the people of r/UA for their suggestions, and JK Rowling for her books that provided inspiration for the Godric's Hollow setting.

Unlock many new gameplay options in this sourcebook, including:

4 new campaign settings

2 new subclasses

2 new monsters

2 new classes

1 new prestige class

"Pirates of the Deep", a new adventure for the Atlantis campaign setting

and more, all compatible with Dungeons and Dragons 5e!

 

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