Racial Options

The realm of Converga features a myriad of races, and each of them gravitate towards one or more of the Zones generally. When selecting a race for your character, take note of the location that they'll typically be from. (Note: I'm always open to a change from this list, but you'll need to have good backstory reasons for it!)  
  • All Zones
    • Human
    • Dwarf
    • Halfling
    • Half-Elf
  • Fire Zone
    • Tiefling (Fireblood)
    • Fire Genasi
    • Dragonborn (Red, Brass, Gold)
  • Ice Zone
    • Elf (High)
    • Ice Genasi
    • Half-Orc
    • Dragonborn (White, Silver)
  • Light Zone
    • Elf (High)
    • Light Genasi
    • Dragonborn (Crystal)
  • Wind Zone
    • Elf (Wood)
    • Air Genasi
    • Tabaxi
    • Lizardfolk
    • Aarakocra
    • Half-Orc
    • Dragonborn (Green, Copper, Amethyst, Emerald)
  • Lightning Zone
    • Lightning Genasi
    • Earth Genasi
    • Dragonborn (Blue, Sapphire, Bronze)
  • Dark Zone
    • Tiefling (Darkblood)
    • Elf (Drow)
    • Dark Genasi
    • Dragonborn (Black, Topaz)
  • Boundless Sea
    • Goblin (Sea)
    • Aasimar
    • Kalashtar
  • Lands beyond the sea
    • Goblin (Land)
    • Hobgoblin
    • Tabaxi

Origin Options

Backgrounds

All options for backgrounds presented in the Player’s Handbook may be used for character creation. Any other official or homebrew background may be sent to the DM for possible approval. Additionally, customized backgrounds can be created between the DM and the player to better encompass the history of the character. This could result in new abilities and/or proficiencies. (I had a Mailman in my second campaign. The possibilities are pretty endless)  

Backstory

Your background is a general overview of your history, but make sure to fill it with rich details! Make sure to chat with the DM to get all kinds of fun tidbits and connections you can feed into your origins as well~

Character Mechanics

Cantrips

Convergan campaigns use Evolving Cantrips, which can be found here: Evolving Cantrips  

Heroic Ability

Every character in Campaign 5 (as well as each of my D&D campaigns going forward) will be given a Heroic Ability. This is a talent/feature/etc that the character possesses which will grow with you as you level up! (this is complete Homebrew, worked out between the DM and each player)  

Feat Changes

These Feats were changed either to buff a strong Feat, nerf a crazy Feat, or completely change a Feat to do something flavorful yet different (such as adjusting it for ATS)
  • War Caster: In addition to casting on Opportunity Attacks, you may choose to Warcast as your Held Action. If you do so, you may cast a Spell and utilize any remaining movement as part of the same Held Action.
 

New Feats

This will feature brand-new feats that have been added into the system~

Game System Mechanics

Active Turn System

Combat in the world of Converga has taken on a new level of dynamic force, enabling both allies and enemies to switch up their strategies! Under the Active Turn System (ATS), when a fight is initiated:
  • Initiatives are rolled the same
  • Each character has:
    • Actions
      • Main Action
      • Bonus Action
    • Reaction
    • Movement
  • At the start of each Round, ALL characters refresh their Actions and Movement (unless prevented from doing so via some effect)
  • During a players turn, they can use any Actions and Movement they have available
  • <Act In Tandem> The current turn character may use their Reaction to "Act In Tandem" with another allied character. The chosen character may now use any Actions and Movement remaining in the Round during the current character's turn. <Act In Tandem> can only be used by the current turn's character.
  • <Improved Holding> When you chose to hold your action, you may specify a trigger to use any remaining Actions or Bonus Actions you have in the Round. You may also use this reaction to utilize remaining movement, but not in conjunction with an Action.
 

Counters

In addition to a more dynamic base battlefield through ATS, a character can make counterattacks through a number of ways:
  • <Counter Strike> When an enemy makes a melee attack against you, you may use your Reaction to make a melee attack in response. Both characters roll Initiative dice, then roll To Hit. Whoever rolled the higher Initiative will apply their possible hit and damage first.
  • <Counter Parry> When an enemy makes a melee attack against you, you may use your Reaction to attempt to parry the attack in lieu of standard defenses. Roll a melee attack with your chosen parrying weapon, then subtract the enemy roll from the player roll for the following results:
    • (+5 or higher) The enemy attack is deflected, and the enemy takes damage from the player attack used to parry
    • (-5 or lower) The player attack is deflected, and the player takes damage from the original enemy attack
    • If the rolls do not fall within either category (within 4 or less of eachother), then the characters enter Contested Strike stance
      • <Contested Strike> both characters are considered Grappled, locked into a battle of strength
      • Starting on the turn Contested Strike is applied (and at the start of each turn until the contest ends), each character can choose to roll Athletics (Strength) to <Press The Attack> or rolls Acrobatics (Dexterity) to disengage from the contest. If both characters <Press The Attack>, compare the two scores then apply modifiers as listed below:
        • If the characters are the same size, no modifier is applied
        • If one character is larger than the other, that character gets a +5 for each size category larger that creature is than the opponent
      • Contested Strike will end under the following conditions:
        • One character overpowers the other, dealing their Strike damage
        • One character rolls to disengage while the other presses, dealing full damage if the defender's Acrobatics roll is lower than the attacker's Athletics roll. (Half damage if not)
        • Both characters roll to disengage, ending the attack in a full deflection with no damage applied