Dungeons and Dragons: Definitive Edition

Small update: Added this mod to the world https://alpha.voyage.io/mod/NUEiwTZ-z98y/chrome-domes-circumstance-system?share=true&published=true . Made by me, working on testing it and applying it to al my worlds. For more info check the link. ## THE AFTERLIFE UPDATE THE single biggest update yet by a country mile, this update balloons the map to an incredible scale. "Afterlife" is just the blanket term for a lot of content. What's new: EIGHTEEN new realms. Astral Plane, Fugue Plane, Mount Celestia, Bytopia, Elysium, The Beastlands, Arborea, Ysgard, Limbo, Pandemonium, The Abyss, Carceri, Hades, Gehenna, Acheron, Mechanus, Arcadia, and Outlands, making the final count 21. Tons of new regions, making the final count 140. Hundreds more abilities for every class, now every subclass gets 20 abilities. HOWEVER, these abilities are homebrewed. Canon DnD abilities do not translate clean into Voyage, as their mechanics are different, so the abilities try to abide by the class style while being unique Refined character creation with IncludeBy and ExcludeBy. Essentially, you now pick a core class, then a category opens up for subclasses. Impact scaling. When you land an attack, the AI decides on the impact of that attack. The impact is an additional, extra multiplier on damage. A recent update made by yours truly (Please, please, hold your applause) means that it's cap is 600 now, so 6 times damage tops (100 is 1x). I've used this for dynamic spell level scaling. Spell levels matter significantly more now. A Cantrip's impact hardcaps at 80, so 0.8x damage, where a ninth level spell caps at 600, so 6x damage. With this, increasing spell levels scale much more significantly Critical Injuries: When you crit fail during combat, you will now suffer a critical injury. The severity of this is to AI discretion. Broken bones, lost appendages, lost limbs, etc. However, you can also inflict critical injuries yourself. A combat crit success will allow you to do the same thing Wild Magic Surges: Picking a Wild Magic class now triggers wild magic surges. On a crit success or fail, a wild magic surge will occur, causing a variety of random magical effects. ## How to travel realms? Fortunately, the voyage gods have blessed us with a good update. Realm travel can now be done entirely through actions. Rather than a pretty complicated system of triggers for travel like I had to do for the Underdark, so long as you have the valid means to travel to the Hells, you can. Any method is valid. Obviously, huge shoutout to John (Lep1kk) for dropping absolute peak back-to-back-to-back. He is the goat and this would not be possible without him ## THE WORLD OF FAERUN The world of faerun realised! This is an effort I owe largely to John (lepikk) and Sephii (I used many of Sephii's instructional mods). Features: 21 colossal maps across a whopping 140 regions Heavy instructions for story writing (John), NPC's (Sephii), NPC intents (Sephii), actioninfo (John), New NPC (Me. For naming purposes), to create an incredibly detailed and intricately written world A spell slot system that aims to be a (slightly simplified) DnD accurate system. Choosing a spellcasting class gives you three spell slots and each spell you cast costs proportionate to it's level, e.g. A ninth level spell would cost nine spell slots, a cantrip would cost zero. When you run out of slots you can't cast spells until you long rest and they're restored. This is an optional system as it is quite hardcore early on. I'm releasing a version using standard mana alongside it A giant ability system with 1449 unique spells to learn and wield, scaling from cantrips to 9th level. Your skills going up unlock more spells. You have access to the full breadth of cantrips at skill level 1 (E.g. all the evocation cantrips at level 1), first level at 5, second at 10, third at 15, you get the idea, scaling up until 9th level spells when a skill is level 45. Extremely expansive and structured, made for satisfying and tangible development. Non-spellcasters don't receive spell slots at all, and they appear invisible. With this system, you should always have a magic ability you could unlock as a spellcaster character, and every five skill levels you'll be presented with a long list of new skills for your magic schools

Cover art for Dungeons and Dragons: Definitive Edition, a fantasy world on Voyage