Cinderheim is a brutal fantasy setting based on the idea of a desert wasteland that has been twisted by the demonic presences of seven demons who each supply an oasis encampment with water and prosperity. I wanted to make some changes to 5e's rules to reflect the danger of the setting, and to tie in the notion of demonic interference throughout the deserts of Cinderheim.
CREATING
CHARACTERS
These
are the guidelines I use for character creation:
-
I
prefer that people use the default array of ability scores or use
the point-buy method simply for reasons of parity within the
adventuring party.
-
Generally,
my stance is that I'll allow any class, race, or background from the
official rules and their supplements.
-
I
allow both multiclassing and feats in my games.
DESIGN NOTES: These are just my standard preferences for my 5e D&D games.
EXTREME
HEAT
Traveling
across the desert badlands means exposure to extreme heat—and the
usual checks for exhaustion that entails. The demon sun that shines
above Cinderheim is especially cruel and merciless:
-
Characters
must make Constitution saving throws against exhaustion even if they
have access to drinkable water as they travel.
-
If
they do not have access to drinkable water, their saves are made
with disadvantage.
-
Creatures
wearing medium or heavy armor, or who are clad in heavy clothing,
automatically fail these saving throws. Remind the players that
their characters probably want to avoid armor heavier than light at
character creation.
-
Resistance
to fire damage or adaptation to hot climates does not grant
automatic success on these saving throws.
DESIGN NOTES: I use the rules for extreme heat from the DMG as a base, but they're a little too forgiving as presented. Since Cinderheim is a land of absolutely demonic levels of heat, I've made travel more taxing, heavier armors less viable, and closed the fire resistance loophole.
DEMONIC
FORCES
Cinderheim
is infused by the magical corruption of demonic forces; every
character native to the region is affected, and gains the following
benefits:
-
You
can increase one ability score of your choice by 4. As normal, you
can't increase an ability score above 20.
-
You
learn two cantrips of your choice from any class's spell list.
Choose Charisma, Intelligence, or Wisdom as
your spellcasting ability for the
spells granted by the demonic powers of
Cinderheim.
-
In
addition, choose one 1st-level
spell from any class’s spell list. You can cast it at its lowest
level. Once you cast it, you must finish a long rest before you can
cast it again.
-
When
you reach 3rd level, choose one 2nd-level spell from any class’s
spell list. You can cast this spell at its lowest level. Once you
cast it, you must finish a long rest before you can cast it again.
-
When
you reach 5th level, choose one 3rd-level spell from any class’s
spell list. You can cast this spell at its lowest level. Once you
cast it, you must finish a long rest before you can cast it again.
DESIGN NOTES: And this is the compensation for the extreme heat rules, as well as a way to mechanical reinforce the idea that the demonic energies of Cinderheim affect the characters. With lower ACs due to armor restrictions, fighting types may want to but that +4 to an ability score into Constitution.
FIREARMS
I
use the optional rules for Renaissance firearms to model the guns
found in Cinderheim, with the following rulings:
-
Anyone
proficient with martial weapons is also proficient with firearms.
-
Anyone
proficient with hand crossbows is also proficient with pistols.
-
A
new feat, called Firearm Expert, replicates the effects of the
Crossbow Expert feat but for firearms instead of crossbows.
DESIGN NOTES: These rules are adapted from the firearm rules that my friend used in his Umberwell campaign. Thanks, Dan.