Character Creation

You can play as the following races: Dwarf, Elf, Gnome, Half-Elf, Halfling, Half Orc (you will be hated), Human,(Non-Variant), Tiefling (Depending)

If you want to play something other than what is listed above, Please Message the DM for approval.

You will start at **Level 3**.

You will start with **300GP** **or** an **Uncommon Magic Item**

You will use the standard array **(15, 14, 13, 12, 10, 8)**.

**Common is widely spoken between all races**

Keep in mind that many **people may be skeptical of those who use Druidic Magic, as druidic magic is seen as a deep connection to the Elves and their Primordial Gods.**

Most Races are welcome in Human and Dwarf settlements.

**Exceptions**

**Elves**, **Half-Elves**, and **Half Orcs**. can be frowned upon in the major Human and Dwarf towns.

**Elves/Half-Elves** many who pry too deep into the workings of towns and the government may be assumed to be a Spy working for the Elven Kingdom. There is an alliance but a shaky one. You may be tolerated **some** places but expect racism from those who lost loved ones in the war between the Humans and the Elves.

**Half Orcs** are seen as extremely violent due to one of their parents being an Orc, no matter the case of how you came to being. Most will be warry or outright scared of you. Furthermore, if a violent act was carried out most will put the blame on the Half-Orc this will lead to more run-ins with guards and those who keep the peace.

**Backgrounds**

You can use any background you want. If you would like to use a more region specific background, then you can be part of one of the region's factions and take the Faction Agent background (below).

**Faction Agent**

You are part of one of the factions prevalent in the Trunis Peninsula.

**Skill Proficiencies:** Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction

**Languages:** Two of your choice

**Equipment:** Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15gp.

**Feature: Safe Haven**

As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

**Flaws**

Flaws are traits that characters may possess, which generally bring negative situations upon the character. Each player is encouraged to roleplay their characters with flaws in mind, and the GM can encourage certain behaviors or impose certain penalties for a player based on their character’s flaws.

**Players can select up to two flaws at character creation. If two flaws are selected, the player gets a free feat.**

Roleplaying your flaws can get you inspiration.

**Absentminded:** The character can sometimes follow a tangential thought and completely forget where they are, even in combat.

**Anger Issues:** Sometimes the character’s animalistic side takes over and they become slaves of their rage. Attempts to taunt the character are automatically successful.

**Arrogant:** The character taunts opponents and attacks the most apparently powerful enemy in any group. If they character wants to attack any creature other than the most threatening one at any given time, they must make a DC 12 Wisdom saving throw.

**Atheist:** The character does not believe in the gods. Oh, your god helped you heal that wound? What if it was instead only the power of your faith that did it? Maybe your “god” is an ancient creature that feeds on the faith of its worshippers and gives them scraps of power in return. Maybe that’s what the gods are. Just powerful parasites. Regardless, this whole religion thing is absolutely wrong and obviously made up. Gain disadvantage on religion checks and any history checks relating to religions.

**Bastard:** The character is the illegitimate spawn of nobility. Anyone of the noble class can smell it a mile away. Disadvantage on social interactions with nobility.

**Big Mouth:** The character cannot keep secrets and they choose to speak at the worst times. During group stealth checks, they roll with disadvantage, regardless of armor type. Keeping a secret requires a DC 15 Wisdom saving throw.

**Bloodrot:** The character has contracted the disease bloodrot, which is incurable by any means. Other than leaving the character with blackened veins that are sometimes visible through their pale skin, they also only heal ½ of their HP on a long rest.

**Bloodthirsty:** This character never takes prisoners or shows mercy in any way, shape, or form. The character cannot ever choose to knock someone unconscious, they always go for the kill.

**Caretaker:** The character is responsible for an NPC that they may choose. This NPC is a commoner and can never gain levels in a class. Should this NPC die, then the character must pick two new flaws to cope with this loss. Each week, the character makes a DC 22 Wisdom save. If they make the save, they can pick one of the flaws to give up, but they must keep the other permanently.

**Cautious:** The character is extremely careful and will not take any action that is too risky. Whenever undertaking something exceptionally risk (walking over a crumbling chasm above lava), the character must make a DC 12 Wisdom save or they refuse to go.

**Code of Honor:** The character has a strict set of codes they live by, and they will never, under any circumstances, break them. If they break one of their codes, they distraught for one week. During this week, the character rolls a d8 each day. If the result is even, the character is fine. If the result is odd, the character receives disadvantage on all rolls that day. The player must come up with a list of at least five codes.

**Coward:** Even the idea of fighting makes the character want to run away. During battle, if something goes awry, they are the first to run away. Automatically fail morale/fear-based saving throws.

**Curious:** The character must investigate every unturned stone. No matter how dangerous or risky, the character seeks out novel experiences. Investigation and Perception skill checks take twice as long as normal.

**Dead Inside:** The character is a sociopath who cannot adequately communicate with others. The character finds social interactions hard to accomplish, and some will altogether avoid talking to the character. Gain a -2 penalty to all social interactions.

**Drama Magnet:** The character overreacts to everything. The smallest insult seems like a punch in the face. Disadvantage on Charisma saving throws.

**Elderly:** The character is rather old for their race. They have seen many things, which have given them great experience, but they have also atrophied physically. -10' movement. -2 all physical attributes. +1 to all skills and mental attributes.

**Evil:** The character revels in the displeasure of others. Torture and murder are two of their favorite past times. Doing deplorable deeds makes them rather happy. Some can sense the alignment of a person’s soul, and they typically smite evil.

**Gallant:** The character always engages their enemies in a brave, heroic way. They will never take a surprise attack or attack a helpless foe.

**Glass-Boned:** The characters bones are incredibly weak, which has an adverse effect on defensive capabilities. Increase all damage taken by one. Also, critical strikes break bones.

**Greedy:** The character is obsessed with material wealth and will do anything to acquire it. During downtime activities, the character will not undertake anything that does not involve them making money.

**Habit:** The character has developed an addiction to a substance. If they do not partake of the substance regularly, they become irritable and suffer in everything they do. The habit has become so ingrained that it cannot be gotten rid of. Player must choose the addiction. Each day they go without the addiction gives them a level of exhaustion. Instead of dying at maximum exhaustion, they slip into a coma.

**Haunted:** Something terrible happened to the character and sometimes they relive the experience at the worst possible moment. When this happens, they must make a Wisdom save of 12 or higher or be Stunned.

**Hemophiliac:** The character’s blood does not clot properly, making even slight injuries rather severe. You must roll a 12 or higher to gain a death saving throw success. Also, gaining three successes does not stabilize you, and you must keep making rolls.

**Heroic:** The character is a chronic white knight and must help everyone in need that they come across. If they refuse to help anyone in need, they take a -2 to all actions for a week.

**Honest:** The character absolutely cannot tell a lie under any circumstances. Cannot attempt the Deception skill.

**Idealist:** The character believes that people are inherently good and that everything will end up ok. They are incredibly gullible and will be taken advantage of. Take a -2 penalty to all Insight checks.

**Illiterate:** The character cannot ever read.

**Illness:** The character has an illness of some sort that they must take medication for. If they miss too many doses of the medication, they could die. Each dose costs 50 gold and must be taken once per week. If they go a week without medication, they begin to gain a level of exhaustion each day.

**Insane:** The character simply is not logical. They will put themselves in harm’s way to pick flowers and hum a nice tune, or they might stab their allies in the leg just to make sure their blood is not green. Sometimes their insane whims will supersede any action they want to take (at GM’s discretion).

**Kleptomaniac:** The character has to steal everything they possibly can, even if the consequences far outweigh the gain. Periodically, the character will feel the compulsion to go on a stealing spree unless they make a DC 15 Wisdom save. If they fail, they could end up on the wrong side of the law.

**Klutz:** The character is extremely clumsy, usually at the worst moments. Rolls of 1 or 2 are considered critical failures in combat.

**Lightweight:** The character can’t drink to save their life. They are also weak to toxins of all sorts. Gain disadvantage on saving throws dealing with poison, and gain a weakness (+50% damage from) to poison damage.

**Lost Appendage:** The character lost an arm, eye, or leg to a horrible magical attack. Magic is unable to bring their lost appendage back. One-armed characters get disadvantage to any task requiring two hands. One-eyed characters get disadvantage to ranged attacks and Perception checks. One-legged characters have their movement speed halved and cannot take the dash action.

**Memorable:** The character has a face that is incredibly easy to remember. Keeping a low profile is exquisitely hard. Disguises have little effect, and creatures have an easier time picking the character out from a crowd.

**Nemesis:** The character has a recurring enemy that makes regular appearances to thwart the group’s plans. Each fight against the nemesis will be a hard struggle, and the nemesis could pick the perfect time to strike. Either the player or the DM makes up the nemesis.

**Obese:** The character is severely overweight. Take -5 to movement speed and a -2 to all Dexterity based skills.

**Oblivious:** The character has no idea what is going on most of the time, and they completely miss the subtleties of life. Sometimes even when they would have been successful on a Perception or Investigate roll, they instead fail.

**Obsessed:** There is one thing that completely ensnares the character’s mind and free time. They find a way to insert this obsession into every conversation, and they spend every moment of their downtime thinking about it. All downtime activities must be spent working on the obsession.

**Outsider:** The character, for whatever reason, just has a hard time fitting in with the majority of society. They typically only feel comfortable by themselves or on the fringes of society. Each day spent in a large settlement must be balanced by at least two hours outside of the settlement or the character gains a level of exhaustion.

**Overconfident:** The character believes that they can accomplish absolutely anything. Any time the character rolls a 1 or falls unconscious in combat, they must make a DC 12 Wisdom save or lose their next turn due to their confidence being shaken.

**Pacifist:** The character will only fight in self-defense. Must make a DC 15 Wisdom save to attack any creature who has not yet attacked them.

**Pariah:** The character is, for whatever reason, rejected by society. Perhaps their family was part of a failed rebellion, or they were part of a cult that was destroyed. Whatever the reason, they are now alone with nowhere to turn. The character is treated as an outcast in all but the smallest of settlements, and as such, most decent townsfolk will deny them their services.

**Phobia:** The character is so afraid of a particular thing that they have a chance of becoming terrified whenever they see it, unless they make a Wisdom save of 15 or higher.

**Planetouched:** For some reason, the power of the elemental planes are drawn to the character. They might happen to be sucked into a planar portal or be accosted by servants from the elemental planes, but they regularly have mishaps that are specific to this issue.

**Prejudiced:** The character has a prejudice against a certain sex, race, age group, etc. that they cannot control. Gain disadvantage to social interactions with said prejudiced group.

**Pretentious:** The character attempts to impress others by claiming to have a greater talent, sense of culture, or importance than they actually do. It is incredibly annoying. When making Arcana, Nature, Religion, or History attempts, the party cannot know the result of their roll, and the player makes their assertion (even if false) with complete confidence.

**Pyromaniac:** The character loves fire to the point that they are easily distracted by it, and they will sometimes set their own fires. The character must make a Wisdom save of 12 or higher when they see a large fire or they will waste their turn admiring it. If they roll a 1, they will actively help spread the fire with their turn.

**Rotten Luck:** Sometimes something that turns out extremely well for the character is taken away. Maybe they made a critical strike but it fails anyway. It seems like the world is out to get them.

**Salacious:** The character is hyper-focused on sex to a degree that is highly inappropriate. They will make sexual advances against nearly anyone if it suits their tastes. Their mannerisms are off-putting to those who are the objects of their desire. Gain a -2 to all social interactions with those who you find attractive. Also, the character will sometimes make crude remarks, even if it endangers a mission.

**Secret:** The character has an awful secret. A secret so horrible that no one would ever look at them the same way. A secret so diabolical that orders of dedicated knights would come after them should their secret get out. The player must come up with a horrible secret, and they must keep it from getting out at all costs.

**Selfish:** This character cares about themselves first and foremost. They will leave their group to die if it means saving themselves. If they character has taken damage in a fight, they cannot heal others until they tend to themselves. Also, they cannot take the Help action.

**Spendthrift:** The character’s wealth burns a hole in their pocket. They will buy things they don’t need and barely even want without a second thought. Each time the character shops, they must make a Wisdom save of 12 or higher or they will end up coming away with some extra purchases they don’t really need.

**Split Personality:** The character’s psyche has fractured and their brain is now home to two or more distinct personalities. Sometimes, their alter will take control.

**Strange Luck:** Extremely crazy occurrences follow the character and unexplained phenomena has become commonplace for the character.

**Superstitious:** The character is preoccupied by rather silly beliefs about rituals, omens, symbols, and the supernatural. Sometimes a character will see their course of action as bad luck and will receive disadvantage on the attempt.

**Thrall:** The character is enslaved by something. Be it a mind flayer or Cthulhu himself, the character will, from time to time, receive orders that they must obey. A wisdom save of DC 20 or higher is required to go against these orders, and their master will be mad if they find they have went against their wishes.

**Vengeful:** The character will seek to right any wrongs they suffer, even if it puts the group or mission in danger. If they see someone who wronged them, they must make a Wisdom save of 15 or higher or immediately attack them.

**Voices:** The character hears voices telling them to do all manner of things. Sometimes the voices get too loud, and the character must make a DC 15 Wisdom saving throw or carry out the demands of the voices.

**Young:** The character is rather young, but they are still full of hope. Take a -1 penalty to all attributes, and a -2 penalty to all skills. Each time you take a long rest, you gain an inspiration.

**Wanted:** The character is wanted by authorities of some type. Perhaps they stole magical secrets or are runaway slaves. If they catch up to the character, the penalty will be intense.

**Wimp:** The character is not adept at dealing with pain. Whenever they become bloodied in combat, they must make a DC 12 Constitution save or be stunned (they can repeat this save at the end of each turn).