Difference between revisions of "Character Creation"
From Delgar
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## Reason for becoming an adventurer | ## Reason for becoming an adventurer | ||
| − | == Race/Class/Culture Compatibility == | + | === Race/Class/Culture Compatibility === |
Your character's Culture may be determined by where they are from or where their parents are from. Some Cultures limit Race and Class options. | Your character's Culture may be determined by where they are from or where their parents are from. Some Cultures limit Race and Class options. | ||
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!Monk | !Monk | ||
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# Dvergur is the common culture of the Dwarven / Gnomish subterranean settlements of Dvivverdelv, Zur-Tanak, and Kazdim. | # Dvergur is the common culture of the Dwarven / Gnomish subterranean settlements of Dvivverdelv, Zur-Tanak, and Kazdim. | ||
# Henge and Dhol share a common culture in which magic is forbidden. A character from this culture cannot be any subclass with the Spellcasting feature or access to any spells (e.g. Arcane Trickster, Eldritch Knight) A special exemption is made for the Bard: Dholish/Hengian bards replace Spellcasting with a feature called Skald's Craft, which grants limited access to the Bard spell list to only those spells which can be justified as non-magical effects, e.g. Animal Friendship, Bane, Calm Emotions, and Comprehend Languages. Spells which cannot be explained in this manner (Mage Hand, Light, Thunderwave) are not available. | # Henge and Dhol share a common culture in which magic is forbidden. A character from this culture cannot be any subclass with the Spellcasting feature or access to any spells (e.g. Arcane Trickster, Eldritch Knight) A special exemption is made for the Bard: Dholish/Hengian bards replace Spellcasting with a feature called Skald's Craft, which grants limited access to the Bard spell list to only those spells which can be justified as non-magical effects, e.g. Animal Friendship, Bane, Calm Emotions, and Comprehend Languages. Spells which cannot be explained in this manner (Mage Hand, Light, Thunderwave) are not available. | ||
| − | # | + | # Dwarves cannot be Eldritch Knights or Arcane Tricksters |
# | # | ||
Latest revision as of 20:31, 4 September 2023
D&D 5e
- Generate ability scores using any of the normal methods:
- Roll 4d6, drop lowest, may reroll if sum of modifiers < 2
- Standard array (15, 14, 13, 12, 10, 8)
- Point buy (27 points) - calculator
- Choose a Race, Class, and Culture
- Consult the compatibility tables below
- Light Elf = High Elf, Catfolk = Tabaxi, Dark Elf = Drow
- Ignore the standard 5e language rules and instead choose languages according to the Languages page
- Create character backstory elements:
- Immediate family - names, occupations, ages, where they live (or how they died)
- Reason for becoming an adventurer
Race/Class/Culture Compatibility
Your character's Culture may be determined by where they are from or where their parents are from. Some Cultures limit Race and Class options.
| Common1 | Dumecian | Henge | Dhol | Dvergur2 | Wild | Wrythian | |
|---|---|---|---|---|---|---|---|
| Human | ✅ | ✅ | ✅ | ✅ | ✅ | ||
| Halfling | ✅ | ✅ | ✅ | ✅ | ✅ | ||
| Dwarf5 | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ | |
| Gnome | ✅ | ✅ | ✅ | ✅ | |||
| Light Elf | ✅ | ✅ | ✅ | ||||
| Wood Elf | ✅ | ✅ | ✅ | ||||
| Catfolk | Al-Uqh | ✅ | |||||
| Lizardfolk | Al-Uqh | ✅ | |||||
| Goblin | ✅ | ||||||
| Orc | ✅ | ||||||
| Centaur | ✅ | ✅ | |||||
| Minotaur | ✅ | ✅ | |||||
| Dark Elf | ✅ |
| Common1 | Dumecian | Henge/Dhol3 | Dvergur2 | Wild | Wrythian | |
|---|---|---|---|---|---|---|
| Barbarian | ✅ | ✅3 | Dwarf | ✅ | ||
| Bard | ✅ | ✅ | ⚠️3 | ✅ | ||
| Cleric | ✅ | ✅ | ✅ | ✅ | ||
| Druid | ✅ | ✅ | ||||
| Fighter | ✅ | ✅ | ✅3 | ✅4 | ✅ | ✅ |
| Monk | Ao Human | Lizardfolk | ||||
| Paladin | ✅ | ✅ | ||||
| Ranger | ✅ | ✅ | ✅ | |||
| Rogue | ✅ | ✅ | ✅3 | ✅4 | ✅ | |
| Sorcerer | ✅ | ✅ | Gnome | ✅ | ✅ | |
| Warlock | ✅ | ✅ | Gnome | ✅ | ✅ | |
| Wizard | ✅ | Gnome | ✅ | |||
| Artificer | Gnome |
Footnotes
- Common includes Araxia, Al-Uqh, Ao, Ambervale, Belgrit, and Ordinatus
- Dvergur is the common culture of the Dwarven / Gnomish subterranean settlements of Dvivverdelv, Zur-Tanak, and Kazdim.
- Henge and Dhol share a common culture in which magic is forbidden. A character from this culture cannot be any subclass with the Spellcasting feature or access to any spells (e.g. Arcane Trickster, Eldritch Knight) A special exemption is made for the Bard: Dholish/Hengian bards replace Spellcasting with a feature called Skald's Craft, which grants limited access to the Bard spell list to only those spells which can be justified as non-magical effects, e.g. Animal Friendship, Bane, Calm Emotions, and Comprehend Languages. Spells which cannot be explained in this manner (Mage Hand, Light, Thunderwave) are not available.
- Dwarves cannot be Eldritch Knights or Arcane Tricksters