Character Creation in Ferra | World Anvil
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Character Creation

Warning

Ferra is a dark fantasy world, it contains dark topics at times. So please discuss with the DM important things like triggers or things that should be avoided.

Character Creation

The first thing to do when making a character is to roll for your stat array using the !randchar command in Discord. You reroll your stats if they're lower than 75 or higher than 85 (Some campaigns may use different creation rules)

 

Races

Any Race is applicable in this world, just speak to the DM about it and if they don't have it made then they can make it so it can be added to the list of races for future use by other people.

 

Classes

Stick to 5e classes and avoid homebrew classes that aren't made by the DM, subclasses can be the normal 5e ones, or if the DM has it made you can pick one of those. If there is a sub-class that isn't made then the DM may make depending on the scope of what you want. Any subclasses on 5etools are accepted including partnered content or Unearthed Arcana with the exception of modern magic themed classes.

 

Backgrounds

You may choose a custom background from the following options. Check the Holyris map, City Factions, Lore pages and ask the DM to help get an idea of what the world is like to form where your character's story started.   Background Knowledge: Choose two skills & One Language to gain proficiency in.   Background Strength & Weakness: +2 ASI, and a -1 ASI (Cannot be the same stat)   Background Boon; Choose one of these, and gain a bonus along with a custom bonus:

  • City - You gain proficiency in a skill or tool of your choice, and gain one custom boon.
  • Countryside - You gain proficiency in any weapon of your choice, and gain one custom boon.
  • Arcane University - You gain one cantrip of your choice from any spell-casting list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip when you cast it (choose when you select this Background). and gain one custom boon.
  • Other - You gain two custom boons relevant to your background.

 

Equipment

Stick to the class equipment that you get from 5e but depending on the campaign you may have a special origin item that is randomly rolled.

 

Custom Mechanics

 

Call of the Akashic Records

(Tactical Knowledge Checks)

The Akashic Records is a library containing all written knowledge in the world. Everyone can access a snippet of this information in battle to learn information about the enemies they fight and what they are capable of, taking that power from the records and reading it. All mortals have this capability so long as they have a soul.

In combat, all characters are allowed one free skill check that can be used at any point in your turn that doesn't cost your Action or Bonus Action. This can be used to make a Call of the Akashic Records check or a different skill. When choosing the Call of the Akashic Records, once per turn, you can make an Intelligence (Investigation or Arcana) check against any creature you have seen fight. As long as you succeed against a set DC you can learn one useful fact of your choice about the target's combat abilities. (A different skill check can potentially be used so long as it makes sense, e.g. Nature to discern plant type enemies, otherwise this check will always use Investigation/Arcana). You may still use your regular Action to make an Investigation/Arcana check if you wish to check twice. On a Natural 20 you may learn two pieces of information rather than one and treat the dice roll as if you rolled a 25. The list below details the DC's for what you can learn about the enemies you face against:   Call of the Akashic Records Check DCs   10 - A simple explanation on its movement, or one special sense they possess   12 - A category name or the creature's type   14 - An ability, legendary action or reaction   16 - A creature's next move aka its tactic/feeling   18 - A resistance or immunity to a damage type/condition   20 - A vulnerability or weakness of the creature (if none then you learn their resistances or immunities instead)   25 - Any infomation of the creature that makes sense   Instead of an Investigation or Arcana check to discern a creature's combat abilities, you may elect to choose a different skill check for your free skill action instead (You may not use a Stealth check or a Medicine check to stabilize a creature at 0hp using this free skill check action). Here are some ways you may utilize using a skill check in this way:   Intimidation: You may potentially taunt a creature to attack you instead. Make an opposed Intimidation check against a creature's Wisdom Save. On a success they will target you instead. (This doesn't prevent them from using multitarget attacks/AoE's to hit you and everyone else).   Persuasion: The potential to gradually deescalate the fight altogether.   Slight of Hand: You may make a Slight of Hand check against a creature's opposed Athletics/Acrobatics check to potentially steal one random item that is not being held or worn by the target. (Need to make an Investigation check prior to try and steal a specific item).   The Call of the Akashic Records is mainly to be used whilst within combat. Outside of Initiative, you can still make a few limited checks on someone like knowing their level/CR but you can't identify their abilities unless you are fighting. Smarter enemies are also capable of using the Call of the Akashic Records against you.  

Faith Checks

A Faith check is something that may allow you direct contact and response from the very gods themselves or some situation may be relevent to call upon divine attention. Once a long rest you may choose to call out to a god of your choosing by rolling a flat 1d20. Clerics, Paladins or followers of a certain god may add their proficiency bonus to this roll. If a Cleric or Paladin makes contact with their own god then they gain Expertise on the roll. What happens afterwards will be up to the DM depending on what you rolled.   Warning: Rolling a 1 may get you smited. Additionally if you're not a Cleric or Paladin, attempting a Faith check will expend half of your character's lifespan so make sure what you're saying matters.  

Clashes

A Clash is something a character can choose to perform in combat to put everything on the line and make a Hail Mary against their enemies. A test of metal against one another where victory may change the tides, but failure may spell your end. A Clash can only performed by expending an Action, performing a Clash within 5 feet of the enemy and only under certain circumstances, such as when a certain amount of health has been depleted.   Once a Clash is issued, the DM will give a bunch of Clash options that the player may choose from, these usually involve the following:  
  • Martial Clash: Roll an attack against each other with a martial weapon.
  • Arcane Clash: Roll a spell attack against each other. This works like a martial clash except the output of the clash will relate to the spell casted. If the spell is a saving throw both targets have to make the save.
  • Special Clashes: There are other specific clashes that can relate to races, classes, alignments, divinity or any other option. The clash output for these tend to be higher compared to the other default clashes.
  • Multi Clash: You and other party members may Ready their Action to Clash together as a team. Both of you roll and the higher dice result between you is chosen. However, the more people join the clash the more risk is posed to all parties involved.
  Winning the clash roll grants a +1 to the clash counter. You then will roll against each other multiple times, first one to reach 6 wins the Clash (There may be moments where the threshold to win goes higher than 6). Rolling a 20 adds +2 to the counter, rolling a 1 adds +2 to the opponent and rolling a 20 against a 1 is a +4. If the same number is rolled for both parties then the clash output is doubled.   Depending on the number difference, e.g. a 6-2 will determine how much the clash affects the loser.   If an ally is within 5ft. but not part of the Clash itself, they may use their Reaction to offer the one Clashing the Help action.  

Glory Kills

A Glory Kill allows you to have full control in describing how you take out an enemy. Roll an Athletics/Acrobatics check, if you roll higher than their current HP you can perform a Glory Kill. They however make an Athletics/Acrobatics roll in return, if they roll higher than your roll then they can perform a Glory Kill instead against you (Their roll has to be higher than your current hp to be able to Glory Kill you back, otherwise nothing happens.)  

Reworks

 

Ability Score Improvement Rework

At character level 4/8/12/16/19 you gain an ASI & Feat but half-feats don't give the ASI bonuses. You can give up the +2 ASI for another feat but there is a hidden downside.   Fighters at level 6/14 and Rogues at level 10 can only choose either +2 ASI or a feat but the half-feats DO give the ASI. These don't use character level but instead use class level.  

Saving Throw Rework

Saving throws can have critical fails or critical successes. On a nat 20 save, you go under the effects of evasion. If you should roll a nat 1 then you take damage as if you had been critically hit.   A spell that makes you do a DC 22 save and you roll a nat 20 but don't beat the DC (Due to not having the stat), you don't take the damage if there is one but you would still undergo the effects of that spell. E.g. Tasha's Mind Whip.  

Multiclassing Reworks

  • Ability Score Improvements are at character level, not class level.
  • When multiclassing into two spellcasters, you can choose which ability modifier can dictate the spellcasting modifier used for both classes. (E.g. a Wizard 1/Warlock 2 can cast their Pact Magic using Intelligence or Charisma). Any class features that scale off of certain ability modifiers still stay their respective stats for both classes. (e.g. features like Bardic Inspiration would still scale off Charisma).
 

Attunement Slots

All characters start with 3 attunement slots and gain an additional slot at Level 9, then again at Level 14.  

Sorcerer Multiclassing

Your max sorcery points scale with character level but you don't gain the sorcery points. For E.g. a 4/4 wizard sorcerer would have a max sorcery point of 8 but would only have 4 sorcery points.  

Monk Features

Your max ki points scale with character level but you don't gain the ki points. E.g. 4/4 monk fighters would have a max of 8 ki points but would only have 4 ki.  

Fighter - Subclass Reworks

Arcane Archer
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).   Once per turn when you fire an arrow from a range weapon as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You gain eldritch knight spell slots however you do not choose spells or cantrips. When you apply one of your Arcane Shots, you must expend a spell slot to use the feature. If the spell slot is of 2nd level or higher, the damage die increases by one per spell level. For example, using Piercing Arrow at 2nd level will make the damage die 2d6 instead of 1d6.   You gain an additional Arcane Shot options of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.   Arcane Shot can be applied to any ranged weapon or a weapon with a throwing property that is used as a ranged attack.
Samurai
Samurai 10th level feature
Fighting Spirit (Improved)
When you use your Fighting Spirit feature, you gain the following benefits:   You gain resistance to all bludgeoning, Slashing and piercing damage until the beginning of your next turn.   Creatures cannot take opportunity of attacks against you.
 

Cleric/Paladin Rework

You can swap out 6th level and 18th level channel divinity 2/long rest with an aura of protection. It uses your WIS mod instead of CHA   Lay on hands scales with character level, not class level.   You can replace the 6th level aura of protection with the 6th level cleric channel divinity 2/long rest feature, this will also affect your 18th level feature giving you Channel Divinity (3/rest) instead of aura improvements.  

Cleric Bonus Feature

Clerics are the only class that can see ally's exact HP numbers within the Maptools VTT program.  

Barbarian Rework

Rage is a full minute and doesn't end if you haven't attacked a hostile creature since your last turn or taken damage since then.   Berserker Barbarian don't get exhaustion when their rage ends, instead, they have advantage on all attacks while raging, if you should reckless attack you gain the properties of elven accuracy only while raging when you reckless attack with this feature you gain 1 exhaustion at the end of your rage.  

Intimidation Skill Rework

Your Strength modifier can now be used for Intimidation if it's higher than your Charisma modifier.  

Ranger Rework

All rangers will have the combined features from the UA Revised Ranger and the Ranger from One D&D (One D&D will replace Tasha's Optional rules). See the Ferra Revised Ranger page for the full list of class features.   (Combined features come from: One D&D Ranger Page, and Revised Ranger Page)  

Artificer Rework

The Artificer class and all its subclass options has been replaced with a Wizard Subclass  

Bard Rework

Countercharm can be activated as a bonus action instead of an action.
Bardic Inspiration can now be used as a reaction instead of a bonus action.  

Hexblade 6th level Feature Additional

Blade Hunger
When you kill a creature with a smite either from your invocation or the spell smite, you regain the spell slot used.  

Fighting Style Rework

Outside of the Unearthed Arcana subclasses, you may also choose the UA Fighting Styles. You may swap out your known fighting style over a long rest. As you adventure you may discover brand new customized fighting styles as you continue along.  

Fighter Rework

Indomitable is now advantage rather than a reroll.  

Divine Sense Rework

Divine Sense can now be activated as a bonus action. In addition, you gain Advantage on Attack Rolls against celestials, fiends, and undead until the start of your next turn.  

Wildshape Rework

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature a number of times equal to your proficiency modifier (Max of 4). You regain expended uses when you finish a short or long rest.   Additionally as a bonus action, you can shift your current wildshape into a new animal without expending a wildshape however you still retain the hit points of the first creature your turned into.  

Spellcasting Rework

All spellcasting classes may swap out and change their known/prepared spells over a long rest with the exception of Wizards.  

Armour Class Caps

AC is capped based off of a character's size. These limitations only apply to AC granted by spells or armour With the exception of the Shield spell which can go over the cap limits (AC granted by Cover still works as normal).   If you go over the AC cap limits then it instead adds the remaining modifier to your damage bonus. (e.g. being a Medium creature with an AC of 24, casting the Shield of Faith spell would instead grant +1 AC and a +1 bonus for all your damage rolls rather than its regular +2 to AC.)   Small/Tiny - 20 max AC
Medium - 25 max AC
Large - 30 max AC
Huge - 35 max AC
Any Size above - No Cap on AC  

Spell Scrolls

Any class can cast a spell from a scroll without restrictions.  

Potions

Drinking a potion is now a bonus action instead of an action. Feeding potions to other allies is still an action.  

Spell Materials

You may ignore the material components for spells that need materials worth 100 gold or less and aren't expended on use. Anything above 100gp is still required.  

Help Action

Outside of combat, you can only give an ally the Help action if you share the same proficiency as the current skill check being made.  

Fall Damage

Every 10 feet that a creature falls it takes 1d10 damage, there is no maximum cap to the amount of damage this can deal. Fall damage is its own unique damage type rather than bludgeoning.  

Cantrips

In Ferra, Cantrips do not count as spells. This has upsides and downsides to it such as Barbarian's being able to cast Cantrips while Raging. However, this also means things like Metamagic options for Sorcerer do not apply to Cantrips. Ask the DM for other clarifications based around this.  

Spell Rework

True Strike
Divination cantrip
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, 1 minute
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next attack roll it will be at advantage, the amount of D20 rolls to hit you can make are equal to your prof mod and you can choose which one you want to apply. Once you have made the attack roll and it has successfully hit, the spell ends.

Darkvision Rework
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 1 hour
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has Devil-Sight out to a range of 60 feet.

Blade Ward Rework
Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against all damage types.

Mending Rework
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than your character level in feet in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Dancing Lights Rework
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.   These lights cause disadvantage on attack rolls for those who are 5 feet next to them.

Guidance Rework
Cantrip Divination Spell
Casting Time: Reaction, which you take in response to you or an ally within 30 feet of you failing an Ability Check
Range: 30 feet
Component: V, S
Duration: Instantaneous
You channel magical insight to the creature who failed the Ability Check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.   Once a creature rolls the die for this Spell and has turned the check from a failure to a success, that creature can’t benefit from the Spell again until an hour has passed.   This spell's die increases when you reach certain levels: 5th level (1d6), 11th level (1d8), and 17th level (1d10).

Resistance Rework
Cantrip Abjuration Spell
Casting Time: Reaction, which you take in response to you or an ally within 30 feet of you failing an Saving Throw
Range: 30 feet
Component: V, S
Duration: Instantaneous
You channel magical insight to the creature who failed the Saving Throw. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.   Once a creature rolls the die for this Spell and has turned the save from a failure to a success, that creature can’t benefit from the Spell again until an hour has passed.   This spell's die increases when you reach certain levels: 5th level (1d6), 11th level (1d8), and 17th level (1d10).

Sending Rework
3rd-level Evocation
Casting Time: 1 Action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 Round
You send a short Message of twenty-five words or less to a creature with you are familiar out loud (Single letters won't take up your word count). The creature hears the Message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables Creatures with Intelligence scores of at least 1 to understand the meaning of your Message.   You can send the Message across any distance and even to Other Planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the Message doesn't arrive.

Goodberry Rework
1st-level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. This however is only a placebo effect that makes you feel full, but doesn't actually feed you. Any Exhaustion levels will return after one day.   The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Healing Spirit Rework
2nd-level Conjuration
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).   Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.   As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. After healing that number of times, the spirit disappears.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.   Change Log: The errata nerf has been reversed, the limit of the spirit healing a number of times equal to 1 + your spellcasting ability modifier (minimum of twice) has been removed. Have fun :)

Identify Rework
1st-level Divination
Casting time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may learn additional information about the object or creature being Identified such as curses, lore, etc.
Catapult Rework
1st-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. Additionally, you may choose one Small/Tiny sized creature and the target must succeed on a Dexterity saving throw (the target can choose to fail). On a failed save the creature may also be flung in a straight line up to 90 feet in a direction of your choice. If the object or creature would strike another creature, that creature must make a Dexterity saving throw. On a failed save, the object/creature strikes the target and stops moving. When the object or creature strikes something, the object/creature being catapulted and what it strikes each take 3d8 bludgeoning damage.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, the damage increases by 1d8, for each slot level above 1st, and the creature size you can catapult increases by 1. If you use a spell slot of 2nd level, the creature's size can be Medium or smaller. If you use a spell slot of 3rd level, the creature's size can be Large or smaller. If you use a spell slot of 4th level, the creature's size can be Huge or smaller. If you use a spell slot of 5th level, the creature's size can be Gargantuan or smaller. If you use a spell slot of 6th level, the creature's size can be Colossal or smaller. If you use a spell slot of 7th level, or higher, you may catapult any object or creature.

Longstrider Rework
1st-level Transmutation (ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.   Change Log: Longstrider is now a Ritual spell.
Geas Rework
5th-level enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions every 6 seconds. A creature that can't understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.   You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.   At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.   Change Log: The 5d10 psychic damage is now taken every 6 seconds each time they would act in a manner counter to your instructions rather than once each day.

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