![]() One workaround can be to explain that the magic used by the party members is actually psionic abilities, and they belong to a race of aliens with telepathic and telekinetic capabilities. Bards, Clerics, Druids, and Wizards usually spend years in training and it might be hard to work that into the story. Where things get harder is with the spellcasters. Related: D&D: All Spells That Can Be Cast As Rituals The Ranger and Rogue could be for crew members who are trained in field exploration and have knowledge of how to survive in harsh and unknown environments, who would normally go on away missions. The Barbarian would be an especially good fit for a Klingon or Krogan-inspired species. The Barbarian, Fighter, and Monk are easy, as an alien crew would have security officers that are trained in combat skills and the use of weapons. The hard part is giving them character classes that fit their origins. The fact that the D&D campaign worlds have so many strange races means that they shouldn't have any trouble fitting in.Ĭoming up with new alien races to use in the campaign is easy. There are tons of options for bizarre characters in D&D and an alien campaign is a perfect place to use them. ![]() These strange races include the fairy and the harengon from The Wild Beyond the Witchlight, all of the multidimensional races from the recent Unearthed Arcana article, the goliath from Volo's Guide to Monsters, and the Leonin from Mythic Odysseys of Theros. The supplementary D&D books are filled with all kinds of weird and wonderful races, and the DM should consider an edict where the players cannot pick anything from the Player's Handbook, in order to make the crew seem unique. The DM could let them trade their Feat for an ability from one of the other races in D&D, such as the hopping power of the harengon from The Wild Beyond the Witchlight, or the deathless nature of the reborn from Van Richten's Guide to Ravenloft. The warforged from Eberron could easily be remade into an android-like species, allowing for a robot party member. ![]() Tasha's Cauldron of Everything has rules for Custom Lineages, which gives the player the framework to create their own race whole cloth, including its culture and history. There's nothing stopping the players from using humans or a race that is similar to them for their character, but using aliens gives players the chance to get creative. The players and DMs who are looking to shake up their game should consider running a campaign where all of the player characters are actually aliens, who are stuck on a D&D 5e campaign world and have to use their knowledge to escape, without revealing their true identity of the locals. It's looking likely that D&D will be going to the stars again in the future, as the Spelljammer campaign is probably coming back within the next two years. Related: D&D's Strixhaven: A Curriculum Of Chaos Art & Page Excerpts The third edition Dungeon Master's Guide included rules for futuristic weaponry as optional items, and the D20 system as a whole was a great way to introduce science fiction concepts into D&D. The players quickly discovered that the ship was prepared for any unwanted visitors, as they had to deal with vicious alien lifeforms and robots. There's new races, archetypes, classes, rules variants (powered mech suits, vehicles like massive spider-tanks, hover jets and their ilk).D&D introduced science fiction elements as far back as 1980, as the adventure called Expedition to the Barrier Peaks involved players discovering an alien spaceship that crashed in the Greyhawk setting. On that note, have you had a look at Esper Genesis or Ultramodern5? Included in those supplements are rules specifically designed for running sci-fi games or more modern games. I've found a few here and there myself, but I would love to get a broader scope.I second Man_Over_Game's suggestion of having a look at the Modern UA rules, they give some good rules modifications for running a more modern game. It's the system I know like the back of my hand, and I want to stay in it.Īll that out of the way, what are some good 5e homebrews you've come across for running a sci-fi game? I'm looking for everything races, archetypes, rules variants, etc. ![]() That being said, I am atrocious when it comes to learning new systems, and D&D 5e is my home. I am fully aware that there are better systems specifically designed to run a science fiction game. First thing, let me head a few naysayers off at the pass.
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