Character Creation Guidelines

On Insulae de Libertatem there are three acceptable methods of creating characters. Each of them offers some benefit and some deficits. Such things may be higher on average stats, a free feat or guaranteed stats. The following books are allowed in addition to our homebrew.

**ALL RACES ARE ALLOWED FROM ANY BOOK! HOWEVER WE DO \*\*NOT\*\* ALLOW TASHA'S CUSTOM LINEAGES! NOR WILL WE USE MORDECAI'S GUIDE TO THE MULTIVERSE FOR RACES!**

There are only a few exceptions to this race list that we do not allow. Any race that is undead (Reborn, for example) are not allowed. Constructs are allowed on the condition that they MUST eat/drink to survive (due to the nature of the game) and Changelings are strictly not allowed without special permission from an **Administrator.**

Additionally, you will be making four characters at first. They start at level 0. Character creation starts the same way, however, character creation lacks choosing a class, your starting HP is 4+Constitution modifier, you gain no proficiency other than simple weapons and your starting money is 2d4\*10. You purchase your equipment at normal prices.

Any amount of XP will level you up to level 1 immediately. Expect multiple characters to die, however.

## Books Allowed Across the Servers

Core Books

Acquisitions Incorporated

Curse of Strahd Character Options

Explorer's Guide to Wildemount

Fizban's Treasury of Dragons

Mordenkainen's Monsters of the Multiverse

Mythic Odysseys of Theros

One Grung Above

Strixhaven (No Strixhaven Mascot... just no... damn furries)

Sword Coast's Adventurer's Guide

Tasha's Cauldron if Everything (Spells only, No Artificers)

The Tortle Package

Van Richten's Guide to Ravenloft (No Reborn)

Wayfinder's Guide to Eberron (Classes and spells only)

## The first method: Hardcore

The first method of stat generation is to roll 3d6 and reroll any ones. In this method your character is merited a free feat. You may roll two sets of numbers and pick between the two sets but not mix them. However with this method there is no threshold; meaning that regardless of what you end up with you are stuck with it.

## The second method: Idiot Mode

You may roll 3d6 for each ability score and reroll any 6s. These stats will, obviously, be considerably lower on average than most other stat blocks. However, when you use this method of character generation you gain two feats. You still gain an additional feat if you take the Human Variant race.

## The third method: Gambling

You may roll 4d6 for each ability score and reroll any 1s. Take the highest three numbers from every set of numbers. Your stats have a minimum threshold of 70.

With this method your stats are almost guaranteed to be worthwhile. However you may have a small number of very high stats while other stats are much, much lower.

## Origin Feats

In the Divinicus Echora universe, all characters gain a small boon depending upon where they are from. Each continent is unique in its culture and thusly each continent gains a different boon. Some continents offer additional proficiencies while others offer exceptional boons and items. Take care when determining where your character is from, however, as the equipment or proficiencies you gain from a certain continent are potentially niche and specific to that continent rather than being generalized enough to be worthwhile in others.

### Abberron: Desert Nomads

From wandering the deserts and staying alive during, you know how to survive in situations where others would perish. Through persistence, luck, skill or maybe a combination you've managed to fashion clothing for yourself that allows you to withstand the heat of the desert and you know how to pick through plants others would deem inedible. Your people are generally quiet and mannered; lacking the boastful pride that so many other peoples have from their native origins.

* You start with desert clothing
* You gain proficiency in survival.

### Floating Isles: Mobile living

The Floating Isles are no place for those who don't know how to climb or swing. Due to the movement of the isles and their constant drifting to and fro, you've learned to anchor yourself and how to fire grappling hooks into the surfaces of the isles to move between them. Your people are nomadic and do not stay in one place; typically being less than a week. You think fast, move fast and talk fast if you hold to the typical customs of your people.

* You start with a grappling hook, hand crossbow and 100ft of rope. Alternatively, you gain a Climber's Kit.
* You gain proficiency in Acrobatics.

### Libertatem: Warrior Traders

As a person of Libertatem, you are used to hardship and cold winters. All your life you have been taught that in order to survive you need to prepare and arm yourself lest you be found wanting when trouble finds you. Trained as a child, you may not be a Fighter but you likely know how to swing a sword in the name of your Emperor and honor. Your people are proud but mannered and generally quiet; willing to do whatever it takes to ensure a successful sortie should you be tasked with bringing glory to the Empire.

* You start with cold weather clothing

* You gain a proficiency with any martial melee weapon and start with that weapon.

### Manata: Honorbound

You are a citizen of Manata and your reputation precedes you as do your manners. In a culture where the slightest offense can end with your forced suicide, you have learned how to mind your manners and be polite to those around you. Often times, your people are very quiet and well mannered to a degree that most others would consider impractical. Your words are deliberate and thoughtful. Each sentence you utter is planned and calculated well before it leaves your lips.

* You start with +1 to your honor score on all continents; even if you have never been there.
* You gain proficiency in History or Persuasion.
* You know Sylvan instead of Common

### Morang Ashlands: Marked by Chaos

Being from the Ashlands is harsh and life there, what little of it exists, is chaotic at best. Wild magic surges through your veins even if you never learned to sling a spell. Your people are uncivilized as no one has yet to tame the ashlands that make your home. Barbarians are commonly from this region though sorcerers are also quite common here. With but a whim you can tap into the mark of chaos that permeates you and let it ravage the world around you when you need it most.

* Once per long rest you may roll on the wild magic table as if you were experiencing a wild magic surge on the table below.

## Additional Information

The maximum number of characters allowed across **all servers** associated with Libertatem is five.

The commands for Avrae are:

* 4d6 command: !rr 6 4d6rr1kh3
* 3d6 command: !rr 6 3d6rr1