Character Creation and House Rules
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Character Creation
All characters must be native citizens of Rebirth. New characters (including replacements for dead characters) start at level 3 with an Adventurer's License.
You can create characters using the rules in the Player's Handbook or with the free Basic Rules. The Basic Rules are the same as the full rules, but there are many fewer options.
- Ability scores: Use the "customizing ability scores" variant (point buy), or just use the standard array 15, 14, 13, 12, 10, 8.
- Allowed races: Dwarf (hill), Elf (high), Gnome (rock), Half-elf, Halfling (lightfoot), Half-orc, Human (either standard or variant human with skill and feat).
- Classes: Any in PHB. Clerics should consult the section on gods to choose a god and domain. Warlocks must discuss the nature and goals of their patron with the GM.
- Backgrounds: Any compatible with being from Rebirth. Custom backgrounds also allowed; consult with GM. Some example additional backgrounds.
- Personality traits, ideals, bonds, and flaws: You can put off deciding these if you want, but you can't use them to get Inspiration until you tell the GM about them.
- Equipment: Either use the standard equipment package for your class and background or buy gear with money from the Wealth by Class table. Trinkets you can skip, make one up, pick one, or roll randomly -- but don't expect it to become important in the game.
- Languages: Everyone speaks Haven instead of Common. See the list of possible languages for those who get to choose additional languages.
- Age: Your choice. Anyone over 25 was born in Haven before the Return. Dwarves, elves, gnomes, and half-elves aged more quickly in Haven (before the Return) than in Rebirth, having been cut off from the land. Dwarves, gnomes, and half-elves aged twice as quickly and elves 4 times as quickly. Thus, a dwarf who lived in Haven for 30 years and 23 years in Rebirth would be treated as an 83-year-old dwarf.
If you can't create the character you want with the PHB, consult the GM. We may be able to work out a custom subclass or feat to help.
House Rules
- Armor that gives you disadvantage to Stealth checks also gives disadvantages to Str (Athletics) rolls for swimming and other ability checks for which it seems appropriate.
- Quarterstaff can only be used two-handed; it does 1d8 damage. However, it is still a monk weapon.
- One use of the healer's kit only gives you advantage on rolls to stabilize a character; it does not succeed automatically. With the Healer feat, you succeed automatically at stabilization when using a healer's kit in addition to its other advantages.
- The Sharpshooter feat offers the same three benefits (ignore penalty for long range, for cover, and increase damage) but you can only use one of them at a time.
- Monsters have Hit Dice as well and can heal during short rests.
- Characters may perform the following standard activities while traveling: navigate, draw a map, track, forage (normal or slow pace only), keep watch for hidden enemies (-5 with fast pace), search for traps (slow pace only), watch for other interesting things (-5 with fast pace).
- If you ready the Attack action, you can benefit from the Extra Attack ability for the readied attack.
- If a Small size character casts the Dimension Door spell, they may bring a willing Medium creature with them.