Ques'terra (5e Campaign Setting)
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About[edit]
Ques'terra is a D&D 5e campaign setting for my school D&D club. It is heavily based on Adventure Time and also draws inspiration from Numenera.
Players[edit]
- Charli (goliath fighter)
Nations[edit]
- Beachbark Kingdom
- Dune Kingdom
- Freewater Territory
- Pinewood Kingdom
- Sungarden Kingdom
- Tortuga
- Viridian Isle
- Winter Fortress
Settlements[edit]
- Atlanta
- Babaghanoush
- Burrow Falls
- Cliffton
- Cragstom
- Gladeside
- Lilivila
- Moss Hill
- New Coalburn
- Ridgepool
- Sagra'vhar
- Saltgust Village
- Skyvale
- Snowfall Valley
- Subterra
- Tortuga Town
- Yggdrasil
Points of Interest[edit]
- Artifacts-R-Us
- Ashpeak
- Brazenstone Forge
- Buccaneer's Den
- Crashed Spaceship
- Eternal Gate
- Floating Market
- Fountain of the Lady
- Hole to Nowhere
- Old Coalburn
- River Styx
- The Bog's Rest
- World's Peak
Bestiary[edit]
NPCs[edit]
Factions[edit]
Items[edit]
- Abyss Kryss
- +1 dagger + 1d6 necrotic damage, leaves no visible wounds
- Adder Stone
- See invisible creatures for 1 round as a bonus action
- Air Striders
- Move 15 ft in the air, advantage on acrobatics
- Angel Blade
- +2 longsword + 1d8 radiant damage, grants 20 ft flight speed
- Anti-Disguise Goggles
- 15 ft. truesight
- Astral Monocle
- 60 ft. sight into the astral plane
- Bag of Magic Beans (12 left)
- 1
- 2-10
- 11-20
- 21-30
- 31-40
- 41-50
- 51-60
- 61-70
- 71-80
- 81-90
- 91-99
- 100
- Bag of Wind
- Cast Gust at will and Gust of Wind once per long rest
- Beholder’s Eye
- Cast Detect Magic and Identify at will
- Blood Arrow
- Advantage to hit and +1 damage dice if the enemy is at half health or lower
- Blood Dagger
- Advantage to hit and +1 damage dice if the enemy is at half health or lower
- Brazen Plate
- +1 plate, resist fire damage, walk on molten rock and lava as difficult terrain
- Bugneck
- Cast Infestation at will and Insect Plague once per long rest
- Burning Branch
- Cast Produce Flame at will and Aganazzar's Scorcher once per long rest
- Clockwork Bug
- Wind up, runs around for 1 minute
- Coin of Grim
- Replace 1 d20 roll a day with a coin flip (1 or 20)
- Death Dice
- A creature in 30 ft must beat a DC 16 Charisma save or subtract 2d6 from their next d20 roll
- Death Keeper Necklace
- Advantage on death saves, and success brings them back to 1 HP
- Doom Greatsword
- +3 greatsword + 1d12 necrotic damage, cast Destructive Wave once per long rest
- Dwarven Hammer
- +1 warhammer, critical damage on objects
- Enchanted Ear on a String
- Cast Message simultaneously to up to 10 creatures
- Everclean Soap
- Infinite magic soap
- Eye of the Witch
- Advantage on spell saves and cast Hex once per rest
- Fashion Purse
- Feather Arrow
- Feather Ring
- Flame Wizard’s Hat
- Flower Bomb
- Forest Coin
- Forest Soul Gem
- Forest Staff of Life
- Forever Candle
- Frostbite Greataxe
- Ghostbane Colt
- Giant Eel Scarf
- Glass Cutter Ring
- Glass of Hope
- Glass Shield
- Golden Boy
- Handcannon
- Holy Blade
- Hotstone
- Hunger Herb
- Iceberg Staff
- Infernal Claws
- Instant Pot
- Keen Sight Eyepatch
- Key of Dreams
- Key of the Deep
- King’s Gaze
- Klepto-Rapier
- Life Spray
- Lodestone Shield
- Magus Goggles
- Moss Blanket
- Night Poison
- North Branch
- Orb of Ancient Sight
- Phantom Bracelet
- Quickstep Sandals
- Quiver of the Forest
- Ring of the Rodent
- Ring o’ Rosey
- Rocky
- Scroll of Tomorrow
- Scroll Whip
- Shifter’s Hide
- Soulsteel Blade
- Spider King’s Blade
- Staff of Sea Creatures
- Stillwater Canteen
- Straight Edge
- Thief Spikes
- Thief’s Wristpiece
- Valhorn
- Vine Arrow
- Viper Fang Wraps
- Wand of Luck
- Water Quill
- Winter Waterskin
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