While each race celebrate their own creation myth and supposed own Gods, there are no Gods that actually contribute to the lives of the mortals. As heroes and villains emerge in the world, there are rumours of individual beings that can change the fabric of reality of the world itself. Some say that the dead walk the world, adventurers and travelling merchants report sightings fantastical creatures that can wield flame and claw. As the heroes explore their world, some will eventually take on the responsibilities of Divinity
All characters will roll 1-2 sets of 4D6 drop lowest. All characters will share the same set of 6 stats to be assigned to their Ability Score.
Starting level: 5
Ending Level: 15-20
All languages are available but will need to be backed by character story and background.
All PHB + Xanathar Classes. Homebrew subclasses subject to approval.
Planar traveler races:
Not allowed. Example: Shadar-kai, Eladrin
Planestouched races are shunned and are extremely rare. They will have a hard time getting around and may even be attacked on sight
Classes to note:
Clerics and Druids do not have Gods. They will need to undergo a story-driven physical / spiritual journey to uncover their Divine Powers.
Bards and Paladins do not require Gods to cast magic. They do not require a physical / spiritual journey.
Warlocks and Sorcerers: Due to lack of an entity to bestow their innate and gifted powers, this will need to be discussed in detail with the GM.
Allowed during character creation. This will need to be grounded in-universe. Fighter that wishes to take on a Warlock patron must seek out a Warlock patron in-game. Multiclass dips are discouraged as the Patron, God, Deity, etc may demand additional levels in Their Chosen's class
All PHB and Xanathar. Chosen feats must fit into character and in-universe actions. Guild Artisan Wizard taking Tavern Brawler might not fit into their character background, for example or never using a crossbow but suddenly you are a Crossbow Expert.
Starting Equipment: Standard only
Please consider bringing a few characters for session zero. This is to facilitate for group composition. Your characters should ideally want to be in a party, even if only for the short term.
The party will start already organised as an group, either established or new. They can be a mercenary group, religious chapter, thieves' guild, military order, etc.