Character Creation & Options
This page lists which character options are allowed, and details a few house rules for creating characters in this campaign. Most character creation options are provided in the D&D Rulebooks folder in the google drive.
Character Creation Options
Most officially published D&D books with character creation options may be used, with few exceptions. The full list of available options are as follows:- The Player's Handbook
- All races + variant humans
- All classes
- Multiclassing
- All feats
- All spells, with certain exceptions listed in House Rules
- Elemental Evil Player's Companion
- All races exept aarakocra
- All spells (also found in XGE)
- Sword Coast Adventurer's Guide
- Race: ghostwise halfling
- All spells
- All backgrounds
- Volo's Guide to Monsters
- All races except yuan-ti
- Xanathar's Guide to Everything
- All subclasses
- All feats
- All spells
- Tortle Package
- Race (tortle)
- Mordenkainen's Tome of Foes
- Most race options (tiefling variants, eladrin, sea elf, shadar-kai)
- Exception: gith do not exist in this setting.
- Lore adjustment: instead of the Shadowfell and the Raven Queen, which do not exist in this setting, shadar-kai are considered a variation of drow and are typically found in Subterranea.
- Most race options (tiefling variants, eladrin, sea elf, shadar-kai)
- Tasha's Cauldron of Everything
- Artificer class
- All subclasses
- All feats
- All spells
- All optional class features
- Versatility features that allow characters to exchange spells/features/styles when they level up
- All additional class spells
- Features that explicitly replace a specific feature must do so.
- Features without a replacement are free.
- Curse of Strahd
- Background: Haunted One
- Ghosts of Saltmarsh
- All backgrounds, except Marine
- Strixhaven
- All feats
- Adjustment: Strixhaven Mascot does not require the Strixhaven Initiate feat.
- All spells
- (Backgrounds and Owlin race are not permitted)
- All feats
- Fizban's Treasury of Dragons
- Variant dragonborn, except gems (gem dragons do not exist in this setting)
- All subclasses
- All feats
- All spells
- Wild Beyond the Witchlight
- Race: harengon
- Background: Feylost
- Explorer's Guide to Wildemount
- Subraces: Pallid elf, Lotusden halfling, Draconblood dragonborn, Ravenite dragonborn
- Subclasses: Echo knight fighter, Chronurgy wizard, Graviturgy wizard
- Adjustment: For chronurgy wizards' arcane abeyance feature, activating a spell from a spell mote requires the same casting time as casting the spell normally, instead of an action. Action activation might be problematic; this might change later when I've had time to ponder it.
- Dunamancy spells
- Dragonlance: Shadow of the Dragon Queen
- Subclass: Lunar sorcerer
- D&D Beyond
- Class: Blood hunter (may choose INT or WIS)
- Bigby presents: Glory of the Giants
- Subclass: Path of the Giant barbarian
- All backgrounds
- Adjustment: When taking a background feature that provides a feat, the character must forfeit 2 racial ability points.
- All feats
- Adjustment: Rune Shaper and Strike of the Giants are half-feats; they come with a +1 to any ability score.
- Mordenkainen presents: Monsters of the Multiverse
- Variants for all previously included races (excludes: aarakocra, centaur, changeling, fairy, gith, minotaur, satyr, shifter, yuan-ti)
- Long rests and night rests still require 8 hours, even for characters with Trance.
- Official 5e source books not listed above
- Custom content on the DM's Guild
- Unearthed Arcana (official playtest material)
Creating a New Character
Each player may create any number of characters, although they may play only one in a given session. Players may build new characters without DM oversight, as long as all rules on this page are followed. A character is not considered to be part of the campaign until it has been played at least once. If your new character's backstory defines an organization that exists in the world, that organization won't be canon until the character has been played, for instance. New characters begin at level 1. Additional options might be added later for creating characters at higher level.Creating a character
Full character creation instructions are provided in The Player's Handbook. To summarize, the steps are:- Choose a class. This is the primary description of what your character does and how they fight. Most class abilities are combat-focused, but some affect skills or provide out-of-combat utility.
- Choose a race. D&D has many options for different humanoids, from sturdy dwarves to devilish tieflings to scaly dragonborn. Each race has a few unique features.
- Choose a background. Backgrounds are a summary of who your character was before becoming a fledgeling adventurer, and provide extra skills and starting items.
- Set ability scores. There are six ability scores. Take note of the ones most important to your character, both for their class features and their skills. Add a few points depending on your race.
- Choose spells, if applicable. Some classes prepare their spells, some know them permanently, and wizards are mixed. In any case, choose your first set of spells as described in your class's spellcasting feature.
Class
Class is the largest descriptor of a character. Most of the abilities granted by class are combat-focused, although some enhance skills or provide utility for social situations. There are 13 classes in 5e:- Artificer. A magic engineer that deals in technology and arcane magic
- Barbarian. A durable, powerful rage-fueled warrior
- Bard. A utility mage with a musical theme and strong social skills
- Cleric. An armored mage that channels the divine magic of spirits
- Druid. A mage that channels the divine magic of nature and can transform into animals
- Fighter. A tactical combatant with a variety of fighting styles
- Monk. An unarmed, unarmored warrior that employs ki, the energy of the body
- Paladin. An armored melee warrior that protects their allies and smites their enemies
- Ranger. A warrior skilled in leading others through the wilderness
- Rogue. A stealthy, tricky fighter adept at infiltrating dangerous places
- Sorcerer. A mage capable of manipulating their spells, whose power comes from a bloodline or accident
- Warlock. A flexible mage with a mix of abilities, whose power comes from forming a pact with a powerful being
- Wizard. A mage with an ever-growing collection of spells and a specialization in one type
Ability Scores
New characters will use the point buy or standard array (15/14/13/12/10/8) options for ability scores. We will not roll abilities in this campaign. Hit points will also not be rolled, and will increase by the average amount at each level. When gaining ability score boosts from your character's race, you may change which abilities you gain, but cannot combine or split them. Nonvariant humans may change one ability to another even if it overlaps, resulting in +1/1/1/1/2/0 rather than +1/1/1/1/1/1. For instance, a wood elf gets +2 DEX and +1 WIS. You could change this to +2 STR and +1 INT, but not +3 WIS.Race
Race determines what kind of humanoid your character is, such as a dwarf, elf, or gnome. Each race provides some stats and unique abilities, called racial features. The custom race options from Tasha's Cauldron of Everything can only be used with DM consultation. See "Ability Scores" above for a house rule that provides alternative flexibility here. Additionally, as a house rule for this campaign, all characters have a minimum base walking speed of 30 feet. For races with multiple printed versions (e.g. dragonborn in both the PHB and Fizban's) included in character options above, players may choose which version their character uses.Background
A character's background is the summary of their life before they decided to be come a novice adventurer. The background provides items, language/tool proficiencies, skill proficiencies, and a background feature with minor out-of-combat utility. Custom backgrounds are permitted as described in the PHB. When creating a custom background, choose an existing background to gain the feature and starting items from. You may choose any two skill proficiencies in place of the recommended ones, and you may choose a total of two languages/tool proficiencies. You may customize your background's starting equpiment to a limited extent. If you have a tool proficiency (from class, background, etc.) you may replace either your background starting items or your starting gold with that tool. If you have multiple tool proficiencies, you may replace both your starting items and gold with two different tools that you are proficient with.Languages
Race and background allow a character to begin with a few languages. Common is the most popular language in Archestria, and all characters should know it. PCs may learn the languages listed in The Player's Handbook, and can learn a new language by spending 150 downtime days.Items
Every new character begins with a potion of healing in addition to the starting items for their class and background.Backstory
When creating a new character, players are encouraged to write more detail about the character's past experiences prior to setting out as an adventurer. This is completely optional. If a backstory is written, provide it to the DM so that they can incorporate story features into the game. Backstories should be no longer than one page (and ideally, much shorter- one or two paragraphs is fine, depending on the amount of detail you want). A well-written character backstory includes as many of the following as possible:- Why the character chose their class
- Why the character left an easier, simpler life to become an adventurer
- The character's primary goal
- An explanation of the character's personality traits, ideals, flaws, fears, etc.
- People in the character's life (friends, family, enemies, rivals)
Comments