Character Creation Guidelines

Concepts & Tone
Generally the one of the campaign is meant to have a heroic and hopeful feeling. While bad things do happen (Heros do need problem to solve), the campaign isn’t meant to approach dark events with cynicism or indifference.

Any variety of motivations and goals for characters are welcome but broadly speaking they should be motivated by more than money or self-interest, and those motivations should be somehow leave them invested in world they’re tasked to help.

One needn’t be a squeaky-clean scout by any means, but the Anti-Hero , the anarchist , the naytheist and the Sociopathic Hero are probably tropes best left for other games.

Ability Scores
Use the standard scores found on the page 13 of the Player’s Handbook.
(15, 14, 13, 12, 10, 8)

Races

  • Human
    • The human variant on page 31 of the player’s handbook is not in use.
  • Elf
    • The elves of Shegearth are detailed in the link above.
  • Dwarf
    • The Dwarves of Shegearth are Hill Dwarves as outlined on page 20 of the player’s handbook.
  • Halfling
    • The haflings of Shegearth are Stout Haflings as outlined on page 28 of the player’s handbook.
  • Centaur
    • Centaurs are a common race in Shegearth and use the statistics detailed in the above link.
  • Garite
    • Garites are diminutive canine-humanoids native to Shegearth.

Note: The Half-orc, Half-elf, Gnome, Dragonborn and Tiefling races are present in (setting) and the Elves are very different from the standard version. Two nonstandard races Garite and Centaur are also available.

Classes
The classes available are listed below. All classes gain a package of features at certain points (typically at 3rd level), sometimes called “Sub-classes”. If there are any restrictions placed on that they are listed below the class, otherwise assume all options are available.

  • Bard
    • No Restrictions
  • Cleric
    • All domains but Nature.
  • Fighter
    • No Restrictions
  • Monk
    • Way of the Four Elements or Way of the Open Hand
  • Paladin
    • Oath of Devotion or Oath of Vengeance
  • Ranger
    • Hunter Archetype only
  • Rogue
    • Thief and Arcane Trickster
  • Sorcerer
    • No Restrictions
  • Wizard
    • No Restrictions

Note: Generally speaking those classes/features strongly tied to nature or natural themes or drawing on otherworldly forces are the ones that are unavailable. These forces largely don’t exist or operate differently than usual in (setting)

Languages
Some languages either do not exist or have been replaced. If you are entitled to learn a language does not exist choose any other language from the same category. If you would learn a language that has been replaced or folded into another language you know that language instead.

  • Common Languages:
    The Giant, Gnomish languages do not exist.
  • Exotic Languages:
    Abyssal, Celestial and Infernal are replaced with “Ancient” if you would know one or more of these languages you know “Ancient” instead.

“Deep Speech” and “Undercommon” are replaced with Orc which is now considered an Exotic Language

Slyvan, Draconic have been folded into Primordial. The Draconic Script is now the Primordial Script.

Character Creation Guidelines

D&D 5e Road Test Blarmb