Worldbuilding and RPG Campaign Management | World Anvil (2024)

Eladrin Race Features:
Darkvision.
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Warlock Class Features:
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Hexblades Curse
As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Eldritch Invocation: Enhanced Pact Weapon
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Invocation: Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit
Eldritch Invocation: Thirsting Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Paladin Class Features:
Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Fighting Style: Mariner (UA)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Divine Health
The divine magic flowing through you makes you immune to disease.
Emissary of Peace
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to the next Charisma (Persuasion) check you make within the next minute.
Rebuke the Violent
You can use your Channel Divinity to rebuke those who use violence. As a reaction when an enemy within 10 feet of you deals damage with a melee attack against one creature other than you, you force that attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Feat: Gift of the Metallic Dragon Features
Draconic Healing
You learn the Cure Wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Protective Wings
You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Worldbuilding and RPG Campaign Management | World Anvil (2024)

FAQs

What is the difference between the world and the campaign in World Anvil? ›

Create a World

This is important, because in World Anvil, a world and a campaign are two separate things. The world stores all the lore, including places, characters, maps, and timelines, while the campaign manager organises your game using the content on your world.

Can you run a campaign in World Anvil? ›

Creating the campaign. From your Global Dashboard, click on the My Campaigns button (or the Campaigns link in the sidebar). Afterwards, click the Create a new Campaign button at the bottom of the list of already-created campaigns (if you have any).

What is better than World Anvil? ›

What are the top alternatives to World Anvil for worldbuilding and campaign management?
  • Notion.so.
  • Scrivener: The Traditional Writer's Workshop.
  • OneNote.
  • Google Docs.
  • Campfire Writing.
  • Kanka.io.
  • Notebook.ai.
  • Fantasia Archive.

What is an RPG system World Anvil? ›

World Anvil is a set of worldbuilding tools that helps you create, organize and store your world setting. With wiki-like articles, interactive maps, historical timelines, an RPG Campaign Manager and a full novel-writing software, we have all the tools you'll need to run your RPG Campaign or write your novel!

What are the two types of worldbuilding? ›

Methods. Worldbuilding can be designed from the top down or the bottom up, or by a combination of these approaches.

Is World Anvil worth using? ›

There are a lot of useful features in World Anvil, and it's a platform I would recommend to any fantasy or science fiction writer, or anyone who likes to build world. Here are a few features that were my favorite: You can construct virtually anything related to your worldbuilding.

Is World Anvil or campfire better? ›

World Anvil focuses more on the worldbuilding side of things, so if you are buying a tool for the plotting or writing capabilities, then Campfire is a better bet. However, if you are a RPG player, World Anvil is definitely the way to go.

Does World Anvil own your content? ›

World Anvil does not claim ownership rights in your works or other materials posted by you to World Anvil (Your Content).

Can I make money on World Anvil? ›

Earn money from your worldbuilding

If you're wondering how to make money off worldbuilding, you're in the right place! World Anvil lets you monetize your content your way, and with any platform - from Patreon to your own store front.

Can World Anvil make maps? ›

World Anvil is not a mapmaking software! In order to use the interactive maps feature, you need a map already created and saved as an image on your computer. To create a map: Click on Maps in the sidebar.

Is World Anvil good for sci fi? ›

Tip: If you're building your science fiction setting in World Anvil, the Geography article template is a perfect starting place! You can select star systems, planets, asteroid belts or even galaxies from the Type drop-down!

Is World Anvil good for writers? ›

World Anvil offers various features you can use to build a community of readers and fans around your writing: Publish your world bible (or at least a bit of it)! Having some articles, maps and character profiles for your readers to explore between novels can be a real draw!

Can you play D&D on World Anvil? ›

First, you will need to choose Dungeons & Dragons 5e as the world's RPG system. To do so, go to the world settings by clicking the cog button at the bottom of the sidebar. Then, in the Role Playing Gaming System drop-down of the Basic tab, choose Dungeons & Dragons 5e.

How to make a good RPG game? ›

How to Create an RPG Game that Brings Success
  1. Define the story. Craft a compelling narrative that drives player engagement.
  2. Character development. Design characters with depth and unique abilities.
  3. Gameplay mechanics. Develop balanced combat and exploration systems.
  4. Player feedback.
May 22, 2024

What is the difference between campfire and World Anvil? ›

While both sites (or applications) help you create and develop stories and worlds, World Anvil does it in a text-based wiki-style, while Campfire leans toward a visual, corkboard style of organization.

What is the campaign map in Forge of Empires? ›

You can see that the campaign map is made up of continents. Some of them represent an advanced era, but you will also find an access to the GvG and your city. The central continent gathers the provinces of the lower eras. With the Virtual Future you will leave your common ground and enter a new digital Campaign Map.

What is the difference between public and private World Anvil? ›

A public world can be accessed by people visiting the website if they find their way to your page. Private worlds, which are available to guild members are worlds that can only be accessed by their owners, their co-authors and their assigned-by-the-owner subscribers.

What are the different worlds in Forge of Empires? ›

International (EN)
  • Arvahall.
  • Brisgard.
  • Cirgard.
  • Dinegu.
  • East-Nagach.
  • Fel Dranghyr.
  • Greifental.
  • Houndsmoor.
Oct 18, 2022

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