The Forgotten Realms [Fan Version] world illustration - Fantasy theme
Fantasy

The Forgotten Realms [Fan Version]

P
Pollution

325+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure!


Author's Note: Disclaimer: This is a fan-made game set in the Forgotten Realms universe. It is a non-commercial, passion project created by me. This game is not affiliated with, endorsed, or sponsored by Wizards of the Coast LLC. All intellectual property related to the Forgotten Realms, including but not limited to, settings, characters, lore, and trademarks, are the sole property of Wizards of the Coast. No financial transactions have occurred or will occur in relation to its development. The creator of this game has not received any compensation for their work. I am a huge fan of Dungeons and Dragons 5th edition. I run D&D games for my friends all the time. Nothing can beat an actual game master who sits down and runs the game for you. This is a nice low commitment way of learning how to play D&D. I hope anyone who plays in this world is inspired to join an actual sit down game with a dungeon master. You will never regret it. This is a passion project and I will always be updating and improving this world. The Forgotten Realms, a land of myth and magic, sprawls across the continent of Faerûn, a world of vibrant cultures, ancient mysteries, and ever-present danger. 275+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure! Note: If you are Planeshifting to another plane, you sometimes have to manually change your location to get in. For example, if you are looking to slay a particular Devil, it's best to Planeshift to Avernus in text (using a scroll or other method), undo the direction that the AI took you, and then manually change your location to the Plane you are transporting yourself to. The AI will sometimes say you're in Avernus or create a location nearby with a similar name, but your location in game would have only moved about an hour or two travel in a random direction. Delete any new location like that and just go to the actual POI manually if that happens. Have fun!
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Waterdeep City Watchman
CR 3Medium Humanoid
Waterdeep City Watchman
HP Range40 - 50 (Avg: 45)
AC15
XP700

Description

These individuals are the frontline enforcers of the Code Legal and are known throughout Faerûn for their strict adherence to conduct and rigorous training. Recruited for their discipline and commitment to upholding the law, they patrol the city streets in units of four, including patrolmen, armars, and civilar. Those arrested are held in city wall towers or the dungeons of Castle Waterdeep. These watchmen enforce the Code Legal, a comprehensive system outlining offenses punishable by instant death to fines, with judgments made by Magisters based on witnesses, and appeals possible within two days to the Lord's Court. Notably, Waterdeep has no bail and forbids barristers, though "professional witnesses" are tolerated. The law applies to all within the city's power, and while necromancy isn't explicitly illegal, raising corpses can be prosecuted as other offenses. The Watch strives for fair and diligent justice, often making arrests quietly to avoid public disruption.

Details
SizeMedium
TypeHumanoid
CR3
XP700
LanguagesCommon, Elvish
Defenses
Armor Class15
HP Range40 - 50 (Avg: 45)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Call for Reinforcements

The Watchman can call for backup, summoning 1d4 additional Watchmen to their location within 1 minute.

Dagger Thrust

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Truncheon Strike

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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