Character Creation in Adulla | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Character Creation

HOW TO CREATE AN ADULLA CHARACTER IN 6 STEPS

To follow this guide I suggest you first create a character on World Anvil. You can watch a video on how to do so here. Make sure to select D&D 5e for your character sheet.

Step 1: Choose a Race

Your race dictates things like how your character looks and also imbues you with certain racial abilities.

Adulla has many of the races found in D&D 5th edition, but has some removed and others slightly modified. Please refer to the list below for races that are available for you to use in the building of your character.

Playable Races in Adulla

   

Step 2: Choose a Class

Classes describe the vocation that a character has and also grants a number of benefits called class features. These can give your character special abilities, increased proficiencies, and possibly spellcasting.

Adulla is a world with limited magic so you will need certain backgrounds to explain how you have those magical powers. Since magic is so limited, martial classes have added subclasses from the base 5e SRD to add variety and depth to otherwise shallow classes. Keep in mind that, only Chosen or Half-bloods can be spellcasting classes or subclasses. The only classes available during character creation are listed below and are more limited than standard D&D.

 

Playable Classes in Adulla

   

Step 3: Determine Ability Scores

What characters are able to do within the game is based upon the six ability scores:
  1. Strength
  2. Dexterity
  3. Constitution
  4. Intelligence
  5. Wisdom
  6. Charisma

In Adulla you generate the six ability scores randomly, by rolling 6-sided dice. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers.

Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.

Based upon your ability score, your character will have a specific ability score modifier that will help determine other numbers for your character later. You can learn more about ability scores here.

 

Step 4: Describe Your Character

Now that you have the basic game aspects of the character complete, now is the chance to begin describing the character by choosing personality traits and a background.

Backgrounds describe where your character comes from, their previous occupation, or their place in the world. In Adulla everyone has a background and sub-background. There are only 3 backgrounds: Chosen, Half-blood, and Dullmar. Based on the background you pick you will have certain sub-backgrounds available to you that function like traditional 5th edition backgrounds. Options for sub-backgrounds are listed by background below.

Items like personality traits, ideals, bonds, and flaws can be chosen from the charts in your sub-background or can be made up, depending on how you wish to describe your character. Feel free to use a mixture of the provided material and your own ideas to describe your character. Also, pick your character's alignment during this step. You can see alignment options here.

 

Chosen

As a chosen, you are not native to Adulla. A millennia ago your people fell to Adulla through a dimensional rift. Upon arriving in Adulla your people realized their magical powers had vanished. Slowly mysterious creatures began to follow the Chosen around and imbued them with their magical powers again. The native people of Adulla were not able to bond with these creatures and therefore never had magical powers. After The Thinning the Chosen were only allowed to have their firstborn child remain connected to their familiar. All others, known as latterborn, have their familiar rend from them and therefore lose their magical abilities for life. Chose this background if you are a magic class or want to be noble born.

Adulla Familiar

If you are a firstborn chosen or a latter born who somehow avoided The Rending you gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or any other beast of size medium or smaller. The familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Also its hit points are equal to and tied to yours.

Your familiar acts independently of you, but it always obeys your commands. In combat, it has your initiative and acts on your turn. A familiar can’t attack, but it can take other actions as normal.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

 

Half-blood

As a half-blood you are blessed with the ability to bond with a familiar but are not legally allowed to use magic. One of your parents was Chosen and one was Dulla. You may have been raised in Chosen or Dulla society but whichever you were raised in your probably not accepted. Select this class if you have magical skills or not but want to play a character on the edge of the law.

Adulla Familiar

If you are a half-blood who has avoided The Rending you gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or any other beast of size medium or smaller. The familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Also its hit points are equal to and tied to yours.

Your familiar acts independently of you, but it always obeys your commands. In combat, it has your initiative and acts on your turn. A familiar can’t attack, but it can take other actions as normal.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

 

Dullmar

Your ancestors are the natives of Adulla. You are unable to bond with familiars a therefore not able to cast magic or connect with a god to cast holy magic. Your upbringing and upward mobility depend on the city-state you are from and the race you chose. If you are a spellcaster you cannot choose this background. If you chose a martial class this is a good background, or if you feel like playing a character with a chip on their shoulder about being oppressed by the Chosen.

 

Step 5: Choose Equipment

Your character's class and background will determine what equipment they will start with. These will also dictate the amount of gold you start with.

In most cases, the lists of equipment in your class will allow you to choose between specific items to customize your character as much as you want. When choosing equipment, you should keep in mind your weapons and armor proficiencies from your class and race as these will give you bonuses on attacks and damage. Also, melee weapons use your Strength modifier for attack and damage rolls while ranged weapons use your Dexterity modifier unless the melee weapon has the "finesse" tag.

Step 6: Joining the Campaign

When you started this process you were probably shared a link to join a campaign on World Anvil. Now that you have your character built return to that link and you should be able to add the character you created to the campaign. After you have joined the campaign your DM will add you to a party where you will be able to look at and chat with other characters in the campaign. This is a good time to start writing your backstory in the form of journal entries or other events via the campaign dashboard.

Now it's time to start exploring the world of Adulla and adventuring with your new character.


I can't claim ownership to all of this content. I based this off of a page on Isekai by RiverFang. Check out their awesome world.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!