Character and Homebrew Rules
- The gestalt rules are here. For this game, the optional single class gestalt is allowed, but the optional multiclass gestalt is not.
- All officially published materials will be available for use, with the exception of DMG races and classes. This includes the Guildmasters' Guide to Ravnica, Eberron: Rising from the Last War, and Mythic Odysseys of Theros, but not Wayfinder's Guide to Eberron, Unearthed Arcana, or any 3rd party releases.
- You have two separate options for generating your ability scores.
Once you select your method, you must keep it. If you roll and are not happy with it, you may opt to revert to the point buy system.
- Point Buy Method
- You have 35 points to spend on your ability scores.
Ability Score Point Cost |
---|
Score | Cost | Score | Cost |
---|
8 | 0 | 14 | 7 |
9 | 1 | 15 | 9 |
10 | 2 | 16 | 12 |
11 | 3 | 17 | 15 |
12 | 4 | 18 | 19 |
13 | 5 | | |
- Dice Roll Method
- You may generate your character's six ability scores randomly. For the first two ability scores you will roll 3D6 and drop the lowest die, then add 6 to the total. For the remaining four ability scores you will roll 4D6 and drop the lowest die.
- When rolling for Hit Points for a new level, the minimum for this roll is the average value for the hit die.
Hit Die | Average Value |
---|
d6 | 4 |
d8 | 5 |
d10 | 6 |
d12 | 7 |
- Darts are considered to have the “Light” weapon trait.
- Half-Sea Elves may replace Skill Versatility with Sea Elf Training or Child of the Sea (from Mordenkainen's Tome of Foes).
-
Warlocks replace their starting equipment options from the Player’s Handbook with the following:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- (a) leather armor or (b) scale mail (if proficient)
- (a) any simple weapon and two daggers or (b) any martial melee weapon (if proficient)
- A Wild Magic Sorcerer rolls to Surge every time they cast a level 1 or higher spell. If the sorcerer fails to surge, each subsequent check adds a cumulative +1 bonus to the surge number, up to a maximum bonus equal to the character’s Charisma modifier. The surge number is reset to 1 after a successful surge. The Tides of Chaos feature only resets after a successful surge.
- The Lucky feat is modified regarding advantage/disadvantage. If you are rolling with disadvantage, or if your opponent is rolling with advantage, you cannot add a third die. You may instead pay 1 luck point to select which of the two rolls to use. You can still pay a luck point to add a third die if you have advantage, or if your opponent has disadvantage.
- The Magic Initiate feat is modified for clarification. As an initiate, you can use the appropriate type of spell focus in place of any required Material components.
- The Variant Encumbrance and Variant Flanking rules will NOT be in effect.
This message was last edited by the GM at 20:10, Mon 17 Aug 2020.