You may be a Dwarf, an Elf, or a Halfling. However, only one character of each type of demihuman may be in the party at a time.
If you choose to be a demihuman, you are encouraged to emphasize your racial uniqueness. You are an entirely separate species with different dieties, life expereinces, and biological realities; you should not just be a human with better stats!
All other characters in the party must be Human. Human (Variant) is allowed.
TopSubclasses that utilize firearms, such as the Black Powder Domain cleric or Buccaneer fighter, are not allowed.
This includes other thinly veiled firearm-based subclasses such as the Artillerist alchemist. Ask the Game Master if you're unsure if a specific subclass violates this rule.
TopYou may generate ability scores using one of three methods:
Before the campaign began, each player rolled one Ability Score Array using the 4d6 drop lowest rule. When creating a new character, a player may choose to use one of these arrays. These will be the only rolled arrays allowed for the duration of the campaign. So if a character dies or is retired, the replacement must use Point Buy, the Standard Array, or select from one of the Group Rolled Score arrays listed below.
[ 16, 14, 15, 5, 16, 17 ]
[ 9, 5, 17, 12, 15, 13 ]
[ 13, 15, 12, 18, 12, 15 ]
[ 9, 12, 15, 16, 12, 14 ]
[ 11, 14, 8, 16, 16, 11 ]
You have two options to determine your starting hit points.
You may decide to roll for your starting Hit Points. If you select this option, you must also roll for hit points when leveling up. These rolls must witnessed by the Game Master.
You may elect to take the fixed values offered by your class description in the Player's Handbook. If you select this option, you must use the fixed values for hit point increases when leveling up.
TopUnless you have a background, race, or class feature that explicity states otherwise, you must choose your starting languages from the Standard Languages table (PHB, pg. 123).
If you have an Intelligence of 9 or less, you are illiterate.
TopIn your life before adventuring, you have ecountered, studied, or heard enough folk tales about some mosnters to allow you to Recall Knowledge about them. Select 10 monsters and record them on your character sheet. See Knowledge Checks for more information.
TopReview Inventory & Equipment for details about the slot-based inventory before selecting your equipment.
Per the Player's Handbook (pg. 14), you have two options for choosing your starting equipment.
Choose the starting equipment from both your class and your background.
Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class as shown in chapter 5 (PHB, pg. 143). Note that if you select this option you are not entitled to your background equipment.
Regardless of which Starting Equipment option you select, you are entitled to a trinket. Roll on the table in the Player's Handbook (pgs. 160-161) to determine your character's trinket.
If you selected Starting Equipment Option #1: Class & Background Equipment, you may sell your equipment. If you wish to do so prior to introducing your character, you may sell mundane items in exchange for 50% of their listed price in the Player's Handbook. Magic items cannot be sold prior to introducing your character to the campaign.
TopThis campaign will use Experience Point (XP) based level progression (PHB, pg. 15).
TopYou level up after the next completed Long Rest after attaining the requisite number of experience points.
TopMulticlassing is allowed. You must meet the multiclassing prerequisites to multiclass (PHB, pg. 163).
TopFeats are allowed. You must meet any listed prerequisites before taking a Feat (PHB, pg. 165)).
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