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Character Creation

In Valencia, we'll be using several of different systems to customize our character progression and creation. While there will be many secret paths and character customization that you will have to uncover for yourself in game, I did want to be as transparent as I could for your base character, and allow you to somewhat plan; since at the end of the day, we're gamers (dab).    

Starting your character:

Your characters have spent some time honing their strengths for the journey ahead. As you are the embodiment of potential, if you can hone those powers through your adventures, you have the possibility of going beyond even that of your average mortal.  
  • Your character starts at level 5.
  • Your character has a max level of 30.
  • The roll system we'll use will be the traditional roll 4d6 drop lowest. The majority of the players are going to be rolling real dice for this, so we'll do it on camera - clean your desk :)
  • For determining character health, I'll allow you to either roll or use fixed.
  • If you'd like to roll for character health, we will re-roll 1s and 2s until level 7, in which we will only re-roll 1s until level 20.
       

Epic classes

As your characters gain in power and strength, so do they gain new abilities, features, and spell levels. We will be using purchased homebrew content that facilitates characters up to level 30. I've read and checked through almost all of the classes to ensure balance, as well as checking through other DMs thoughts on the book, and I'm very satisfied. The content is updated to include new classes, but hasn't yet included the newest round of sub-classes added in DEC, 2020. If you're going to be choosing a subclass that isn't supported in the book, don't fret, reach out to me and we'll create and balance the advancement to 30.  
  • We will not be using the Mythic Spells as are written in the book. We may see them in the campaign in one form or another, but definitely not as casted spells.
  • These class feats and spells aren't in DNDBeyond, but they are programmed into Fantasy Grounds.
  • Multi-classing is of course available, but you may have to sacrifice some of the crazier level 28+ capstone features.
 

New Elemental spells

  There's some weird minor spoilers that I'll be avoiding here, so we'll summarize it as such: There is a heavier influence on elemental magicks in Valencia. Different pillars point towards the different elemental planes, ergo, different regions have access to different magicks. Learning how to manipulate an individual element is quite an achievement, but mastering all of the elements is nearly impossible.  
  • There's 80 new spells, spread across the elements of Fire, Lightning (air), and Ice (water)
  • These spells are pretty powerful on their own, but have deep synergies with other abilities or themselves.
  • Depending on where your character is from or traveled during their life, you will have access to these spells.
  • These spells are otherwise taught or learned from the various magic academies in the different countries.
  • These spells aren't in DNDBeyond, but they are programmed into Fantasy Grounds.
   

Time-lost Magic and Runes

Through your adventures, there will be many relics, artifacts and hidden magicks that you'll be able to learn or use. These tools will be objects that shape your character going forward, rather than their origins, therefore, to preserve the fun of surprise and progression, these will not be listed until after you uncover them. I will add them to Fantasy Grounds and your World Anvil characters. These objects are not tied directly to a specific class or type of character, and you might see a rogue with the ability to cast a special type of magic, or a warrior wielding a Rune that alters the course of their play-style.

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