Character Creation in Voktegård | World Anvil
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Character Creation

The Fifth Age of Voktegård Campaign Setting uses Dungeons and Dragons 5th Edition rules with the following restrictions and additions. Please note that these restrictions are slightly different than those that applied to the Fourth Age. (For reasons why, please see the description of The Fifth Age.)

If you are interested in how some of the sub-classes fit into the lore of the world, you can check out the Inspiration for Character Ideas by Class.

For naming ideas, see the cultural Naming Conventions.

RACE

The playable races of the Fifth Age are listed below. Other published races do not exist on Voktegård.

Aasimar

"Fallen" subrace does not exist on Voktegård.
Use the Volo's Guide to Monsters and Dungeon Master's Guide versions of Aasimar.
"Scourge" describes the Children of Eindride. Instead of Celestial, they speak Elvish and Abyssal. This type of Aasimar has the most varied appearance: human, elven, half-elven, even possibly dwarven.
"Protector" describes the Children of Joergen and the Children of Mar. Instead of Celestial, they speak Elvish or Dwarvish.
The Hero Astrid has had many friends and beloved companions in her long life, but never any lovers and thus no children.
The term "Aasimar" and its sub-types are game mechanics terms ONLY and are not used by the people of Voktegård. Instead, they simply call these miraculous people "Children of [whatever Hero]".

Bugbears

  No changes.

Dwarves

“Mountain Dwarf” describes Dwarves raised to serve the Citadel.
“Hill Dwarf” describes all other Dwarves.
The terms "mountain dwarf" and "hill dwarf" are game mechanics terms ONLY and are not used by the people of Voktegård.

Elves

“High Elf” describes Alfar (pale elves), including those of Hyggoth decent.
“Wood Elf” describes Vaettir (blue elves).
“Dark Elf” subrace does not exist on Voktegård.
The “Fey Ancestry” racial ability is referred to in-game as “Celestial Ancestry”.
Elves have advantage on Wisdom saves vs. Taint and Charisma saves vs. Tainted effects.
The terms "high elf" and "wood elf" are game mechanics terms ONLY and are not used by the people of Voktegård.

Gnomes

“Forest Gnome” subrace does not exist on Voktegård.
“Rock Gnome” subrace describes the “Chymerical Dwarves” that once lived in the abandoned city of Gnō and now live almost entirely in the New Dwarven City.
Gnomes speak Dwarvish instead of Gnomish.
The terms "forest gnome" and "rock gnome" are game mechanics terms ONLY and are not used by the people of Voktegård.

Goblins

No changes.

Halflings

No changes.

Half-Elves

Half-Elves have advantage on Wisdom saves vs. Taint.

Half-Orcs

No changes.

Hobgoblins

No changes.

Humans

No changes.

Orcs

No changes.  

CLASS

The following sub-classes are prohibited:
  • Barbarian: Path of the Ancestral Guardian, Beast, Storm Herald, Totem Warrior, or Wild Magic
  • Fighter: Psi Warrior
  • Monk: Way of the Ascendent Dragon, Way of the Sun Soul, Way of the Astral Self
  • Ranger: Drakewarden
  • Rogue: Phantom and Soulknife
  • Sorcerer: Aberrant Mind, Clockwork Soul, Draconic Bloodline, Divine Soul, or Storm Sorcery
  • Warlock: Archfey, Fathomless, Fiend, Genie, Hexblade, Undead, Undying
Clerics choose domains based on the god or Hero that they worship.   Circle of the Stars Druids are exclusively Old Religion druids that reject the Marite Heresy. They serve the Celestials above all else, including their oath to protect Voktegård.   Way of the Shadow Monks are considered an aberrant offshoot of the monastic life. It is taught at the Monastery of Trōg.   Shadow Magic Sorcerers begin play with 1 Taint and gain 1 Taint each time they take a level in this class.   Conjuration and Necromancy Wizards both are regarded as somewhat mad because they deal with the dangerous magics of Innervegg crossing.   Barbarians may begin play with a +1 Tainted Greataxe. (This is not recommended.)   Great Old One Warlocks serve The Forgotten Powers.   Celestial Warlocks are a relatively new and rare thing, representing those denizens of Voktegård whom the Celestials called out to in dreams and visions to serve them. ONLY elves may be Celestial Warlocks in this setting.

Spells

  Spells that raise or resurrect the dead do not exist. Neither do Incantations that could accomplish this.
  • The spell “Wish” can accomplish this by altering reality.
  • "Reincarnation" and related spells do exist.
Some spells are inherently Tainted, requiring a Wisdom save DC (10 + Spell level) or acquire 1 Taint. No talismans can absorb this.
  • Conjure Celestial
  • Summon Celestial
  • Conjure Abberation
  • Summon Shadowspawn
  • Shadow walk
  • Create undead (and greater)
  • Shadow conjuration (and other spells based on this as noted in their descriptions)
  • Plane shift
  • Planar Ally
  • Generally any spell that involves accessing other worlds (or as arcane and theological scholars have come to call it, “pierce the Innervegg”).

  • Two notable exceptions to this rule are Dimension Door and Misty Step.
  • Spells that summon/conjure Fey and Animals do not penetrate the Innervegg and thus do not cause Taint.
  • The spells Infernal CallingSummon Construct, Summon Draconic Spirit, Summon Fiend, and any of the Summon Demon spells do not exist in this campaign setting.

Additional Mechanics

A Taint system is used…but most people never encounter it.
The talismans in this setting that can absorb Taint are still quartz, specially prepared white birch logs, and specially prepared balls of gold.
Magic weapons and armor may not be purchased during character creation (but alchemical items can be). All minor magic potions can be found for purchase at any major city (the New Dwarven City, Haven, North Mire, Janstown, Isolation Point, or Hovedstad).
A map of the world costs 10gp.

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