PC Generation¶
PCs are special individuals with heroic potential. Not everyone is capable of gaining XP and PC levels. They are rare in the world, perhaps one among many thousands.
Before creating a PC, consult House Rules and Variants for the full list of changes from the PHB. Key restriction: multiclassing is not available.
Ability scores¶
Choose one method:
- Rolled. For each ability, roll 3d6 six times and keep the highest score. Roll in order: STR, DEX, CON, INT, WIS, CHA. (Dice bot shortcut:
!rr 6 (3d6,3d6,3d6,3d6,3d6,3d6)kh1) - Standard Array. 15, 14, 13, 12, 10, 8. Assign as desired.
Class and race by nation¶
Each nation permits a specific set of classes and races. Contact the nation's leader to discuss your role and get approval.
Orthelian Elarion¶
- Classes: Fighter (Samurai), Rogue (Swashbuckler, Scout), Druid (Moon), Wizard (Bladesinging), Ranger (Hunter, Beast Master, Gloom Stalker, Monster Slayer)
- Races: Elf (High or Wood, PHB). All elves can choose Stealth as a class proficiency.
Tradehold Merchant Company¶
- Classes: Fighter (Battlemaster, Champion), Rogue (Thief, Inquisitive, Mastermind, Assassin), Cleric (Ambition, Trickery), Sorcerer (Divine Soul), Warlock (Archfey/Pact of the Chain), Ranger (Beast Master, Gloom Stalker), Bard (Eloquence)
- Races: Human (Standard or Variant, PHB; if Variant, must choose Observant, Skilled, Prodigy, Skulker, Mobile, Linguist, or Keen Mind). Goblin (ERLW), Druid (Spores) only; may choose Stealth as a class proficiency.
Halcyon Enclave¶
- Classes: Wizard (any PHB except Necromancy), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Cleric (Arcana, Knowledge)
- Races: Human (Standard or Variant, PHB; if Variant, must choose Observant, Linguist, Mage Initiate, Spell Sniper, War Caster, or Elemental Adept). Lizardfolk (DMG; AC bonus counts as armor), Druid (Moon) only.
Free Tribes of Goblor¶
- Classes: Barbarian (Battlerager), Druid (Dreams), Fighter (Champion), Rogue (Thief, Scout, Assassin), Warlock (Great Old One/Pact of the Tome), Ranger (Hunter, Beast Master)
- Races: Goblin (ERLW). All goblins can choose Stealth as a class proficiency.
Grand Immortal Empire¶
- Classes: Paladin (Crown), Fighter (Battlemaster, Champion, Eldritch Knight), Cleric (War), Sorcerer (Clockwork Soul), Rogue (Scout), Ranger (Monster Slayer)
- Races: Human (Standard or Variant, PHB; if Variant, must choose Heavy Armor Master, Sentinel, Mage Slayer, War Caster, or Inspiring Leader)
Plate armor is normally only available for purchase from Khazrim Kharum-Zuld and the Grand Immortal Empire.
Backgrounds¶
Backgrounds are limited by class. Some are drawn from Acquisitions Incorporated (AI), Ghosts of Saltmarsh (GoS), Sword Coast Adventurer's Guide (SCAG), or Tomb of Annihilation (ToA).
- Barbarian. Folk Hero, Mercenary Veteran, Outlander
- Bard. Charlatan, Entertainer, Gambler, Guild Artisan (Guild Merchant), Sage, Sailor, Shipwright, Smuggler
- Cleric. Acolyte, Archaeologist, Cloistered Scholar, Sage
- Druid. Folk Hero, Hermit, Outlander
- Fighter. City Watch, Gambler, Mercenary Veteran, Sailor, Smuggler, Soldier
- Paladin. Acolyte, City Watch, Knight of the Order, Mercenary Veteran, Sailor, Soldier
- Ranger. Folk Hero, Hermit, Mercenary Veteran, Outlander, Sailor, Soldier
- Rogue. Charlatan, Criminal, Criminal (Spy), Entertainer, Mercenary Veteran, Smuggler, Urchin
- Sorcerer. Charlatan, Far Traveler, Gambler, Sage, Smuggler
- Warlock. Charlatan, Far Traveler, Sage, Smuggler
- Wizard. Anthropologist, Cloistered Scholar, Sage
Proficiency with Vehicles (water) can be considered Vehicles (air).