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Character Creation Requirements

Character Creation Rules
When creating a character, most rules follow the standard 5th edition guidelines. However, there are some key differences for this world. Please ensure you follow the steps below: Additionally no joke characters or characters older then 150 years.
1. Determine Stats
Roll 3d6 for each ability score. No rerolls.
2. Hit Points (HP)
For hit points, always take the average provided by your class. This ensures consistency and balance across characters.
3. Available Races
You can choose from any of the following racial options:
  • Player’s Handbook (PHB) Races
  • Eberron: Rising from the Last War (Main races only)
  • Six New Races Exclusive to this World (To be explored in further detail later):
  1. RACE - Cyclopian
  2. RACE - Gobboc
  3. RACE - Golynn
  4. RACE - Lotol
  5. RACE - Opteran
  6. RACE - Oozekin
There are some options which i just think are better made which came out in later books so those will be specifically allowed as well. Options like Fizzban's dragon born.   As for Subraces. its a big topic to cover in a small section for character creation but it needs to be done. Allowed content is as follows:                        
Dwarves Mountain & Hill
Elf High, Wood, Sea
Halfling Ghostwise, Stout, Lightfoot
Human Variant
Dragonborn Fizzbans
Gnomes Rock & Forest
Half-Elf High, Wood, Sea
  Alternative to Darkvision: If your chosen race has Darkvision, you may opt to replace it with the Psyche-Sight feature. FEAT - Psyche Sight   4. Classes and Subclasses
All classes and subclasses from officially released content are allowed.
Eight New Subclasses Exclusive to this World:
  1. SUBCLASS - Circle of the Hive
  2. SUBCLASS - College of Fleshweaving
  3. SUBCLASS - Hunt Domain
  4. SUBCLASS - Oath of the Harvest
  5. SUBCLASS - Parasite
  6. SUBCLASS - School of Biomancy
  7. SUBCLASS - Skin Shifter
  8. SUBCLASS - Trapper
Explore these options to fit your character’s theme and make them unique to this world.   Choosing Spells: Outstide of the new biomancy spells the only spells that are allowed are from the players handbook (2014) or any of the options which i added to the world anvil   5. Choose a Character Origin Every character in this world hails from a unique background and has a distinct origin story. Choose or create a background that speaks to where your character comes from and the experiences that shaped them.
Character Origins
6. Personal Quest
Each character should have a Personal Quest—a driving force or goal that motivates them. Either choose a prewritten quest or work with the GM to craft a unique quest that fits your character’s backstory and personality.
Personal Quests
7. Figure Out the Color of Your Psyche
In this world, every character has a Psyche—a reflection of their inner self, seen as a specific color only by those with Psyche-Sight. Determine your character's Psyche color, which can reflect their alignment, emotional state, or life experiences.
Psyche   8. Brief overview before session 0 We will be starting in the town of TOWN - Vittoria's Gate a Border town between Valitaria and Etrusca. Do i know what were doing? no. do i at least know where we are? FUCK YEAH

Racial Lore: Origins of the Races

Bellanaris offers a unique foundation for racial origins steeped in ancient belief and the world’s connection to the sacred earth.
Humanoids or player races are said to have been born from the stone itself, part of an unbroken Cycle of Life. Upon death, it is believed that all creatures return to the stone, their bodies and Psyches reunited with the earth in a never ending circle. This belief is reflected in a common saying in Bellanaris: "All I am returns to the earth."

Where does this beleif originate from? Well its earliest recorded saying is with the people from the Blanket Isles

But is this truly what happens to the races of Bellanaris? It’s hard to tell. The earth beneath our feet is sacred, providing all that we need to survive. It’s a living force, and from it, the gods created both beasts and plants, but humanoids are unique in one major way: They possess a Psyche.   This distinction places humanoids apart from other life forms, giving them an intrinsic spiritual or cognitive presence that connects them to the world or perhaps even beyond it.   In terms of the afterlife, the realm known as The Gray is said to hold our Psyches after death, a place where they linger until they eventually return to the stone. For many, this represents a natural and expected cycle, with the Gray acting as a liminal space before final rest.   However, for those who are devoted to the gods or Spokes, there is a different possibility. It is believed that a deity can choose to accept a follower’s Psyche upon death, granting them a place beside the divine. Historically, this has been extremely rare, as few are deemed worthy of such an honor. Most Psyches, even among the faithful, eventually return to the earth.

As for those who make deals with devils typically you in your entirety will be under hells control forever never being able to leave the plane and usually changing into a devil yourself.

Undead. Depending on the manner of death and a humanoids state of mind 2 things can happen in the right circumstances.
  1. A Humanoid who dies in a vindictive state of mind might not be sent to the grey instead remaining becoming a ghost
  2. While the proccess of the body becoming animated after death has various sources typically it is caused by obscene magics.